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SPECIAL FALL PREVIEW 


COMPUTER 

EAMIIVE WORLD 


Guides You 









with the right game, 
it's fifty times faster 





01995 crE Vantage Incorporated. All righu reserved The GTE logn Is a tiademarko/the GTE Corpo 
the EX Fighter logo are trodetno'Es oj GTE Vantage Incorporated Argonaut, the Argonaut .’ogo iin 
Sa/iware Ltd. OReridehBatgpnout cornJ GTE Interactive Media Is pan 0 / GTE Vantage incorporoted. 


Entertflirirhenjf^: 
ore trn^ihwki oJlA 





Hear that giant sucking sound? Little brothers everywhere are kissing up to play 
FX Fighter, the most advanced Jighting game ever created jor the PC. But be/ore 
you slam the door on the little Desperado, tell him what he's missing: 

Action & Incredible Speed, FX Fighter was specijically designed to take 
advantage 0 / your new Pentium, but it still screams on a 486, too. 

' :.!- 1 iine 3D. FX Fighter is/irst to use BRender^"^ technology, the most advanced 
3D rendering system ever developed. 

•Real Motion Capture. We recorded over 350 actual sequences Jrom martial artists 
and acrobats/or this game. Roundhouse kicks have never 
been so smooth. 

•Flying Camera. Forget side-oniy views. We've got every 
angle covered— in three dimensions. 

'More Moves. Choose among eight characters, with over 
40 attack moves each— including incredible combinations. 

•’1.0. Points. For about the cost 0 / a two-bit game cart 
you'll get a superior game with/iftg times the speed, /our 
times the color, and twice the resolution. Very smart. 

■'Confidence. To get previews, more information or order, 
call 1-800-GTE-TODAY. Or access our web page at http://www.im.gte.com. 

K Gamer magazine described FX Fighter as "ground-breaking." And we're grate/ul. 
But to be honest, with all that power sitting on the desktop, wejust/elt that the last 
thing the world needed was another damn word-processor. 


Entertainment „ 




flyittg3D Cdtiii'n; 
Ndl ]i»st ii higlilighl 
Jiliii, [Ik' pomt-U;- 
vicw i.liiiiigi’S 
guudtliicl:. 



1 



GET IT OR DIE TRYING. 

.'or486/Pen[ium 
PCs with CO-ROMs. 




■)A 


Circle Reader Service #69 



.PAFMllO^^flCIISTI: 




IN SPACE, NO ONE CAN HEAP YOU CLEAN. 

Fight grime and battle evil adversaries with Roger Wllco, janitor turned space adventurer, 
as he joins farces with video games, TV and sci-fi movies, past and present — in the wildest 
Space Quest ever. Take home the newest adventure in the award-winning series that has sold 
over one million games. 


WITH STUNNING NGW 3-D-PsGNDeP,6D SVGA Gf^APHICS 


See your local software retailer or call 1-800-757-7707 today. 


Circle Reader Service >^271 


©1995 Sierra On-Line, Inc. All rights reserved. Space Quest- is a registered trademark of The Children's Museum of Indianapolis. Inc. and is used by license. 











It's a 3D vehicle shooter that's part 
Star Wars and part Descent." 

-Computer Gaming World, March '95 

This game could easily become the new 
king of the 3D first-person jungle of games." 

“Terminal Velocity is a symphony of 
titillating action and G-force slurping excite- 
ment...resulting in an experience most gamers 
won't want to terminate because of its sheer speed 
and fluidity." 

-Strategy Plus 

Not only are the levels beautiful, they are huge. There 


\ is so much to do and see on each planet that completing 

the missions for a level rarely means being finished" 



' TM 


Not?: IhnhdfPwdievpisionQlTerminal Velocity 15 dsuki III (liP lull ijtiinpdfiijconldiiisonly hi ihppIdDPis.lliPshdiPwiirrd) ^UITvmiuiidoeMiitludpoiipiiiiiius 
Dpvdoppd by leml N! iiy, k. Published by 3D Reolms [iileildinnieiil Published (oinmeiddlty.by loiinijen Inc.. Ml liijhl^eserred. Ml tcddeindiksdie the piupeMy ul then lespective uwiieis. 


Circle Render Service #44 



macLe 
OTj.r* existing FC 



aronnci tlxe Internet, 


mn mnltim-edia. 


stLo^sAT ns a 

Who says you need a brand new computer 
to get things done? We're doing some pretty 
amazing stuff, just by adding a few affordable 
upgrades to the PC we already own. 


SOO words a minnte. 


Reveal has over a hundred exciting upgrade products, 
available at most major computer retailers. To learn 
more about us. zoom over to our Web site at 

http://www.reveal.com 


type 


world and 


So while other folks are scrimping to pay 
for a new Tyrannosaurus XL Super Computer 
that really does /ess than ours, we're able 
to handle braces, ballet and college funds. 



The other day, we watched a video of the Apollo 
moon landing with our multimedia encyclopedia. 
Incredible. My PC actually gave me goosebumps. 
What kind of people design this stuff?" 


RE.VE.AL 

THE POWER OF COMPUTER UPGRADING' 

Circle Reader Service U1QO 




COMPUTER 

GAMIIXIG WORLD 

AUGUST 1995 


84 JOHNNY MNEMONIC William Gibson’s vision arrives 
on the computer screen just as it leaves the silver screen. 
Thankfully. Keanu Reeves is conspicuously absent in this 
“interactive movie.” but so is quality gameplay. Charles 
Ardai jacks in and data dumps. 

95 KINGDOM: THE FAR REACHES Interplay officiates 
the marriage of Saturday morning cartoons and adventure 
gaming. Allen Greenberg sends his best wishes to the 
happy couple. 


34 WHAT’S HOT FOR FALL ‘95? Everyone knows that 
computer entertainment software is now BIG BUSINESS. 
More and more new companies enter the fray, and older, 
more established companies put out more and more sequels 
to best-selling games, all trying to score that elusive Big 
Hit. With the number of new games planned for fall 
bordering on the incredible, CGW surveys the field to give 
you a sneak peek at the products most likely to set the 
gaming world on fire. 


ADVENTURE/ 

ROLE-PLAYING 

67 SCORPIA'S STING Neither black holes nor mysterious 
deaths will stop our interstellar sleuth from unraveling the 
shady doings behind Ti-ic Orion Conspiracy. 

72 SCORPIA’S MAIL Spooked by the ghost song in Stone 
Prophet? Noctropolis just a little too dark? Let our bright 
light show you the way out of the adventure game mysls. 

80 FULL THROTTLE Braving brawling bikers, rough roads 
and dastardly foes, Charles Ardai finds that LucasArts 
hasn't lost their tale-spinning magic. 



ACTION 

98 SLIPSTREAM 5000 US Gold takes Paul Schuleyma 
on an exhilarating, if brief, hovercraft ride. 

104 FIRST ENCOUNTERS On the 8th day, David Braben 
and Gamctek created the vast heavens of simulated space 
in this open-ended cosmic opera. Jason Kapalka wishes 
they had wailed imti! the 9th. 

1 08 CLOCKWERX Like sands through the hourglass, .so 
goes our free lime with games like this, an abstract ptiz/.le 
game endoi'scd by Tetri.s inventor Alexey Pajilnov. Arinn 
Dembo <All-Tab.s> through Windows to see if it is time 
well spent. 


Bike The Big One 
In Full Throttle so 


SPORTS 

110TONY LA RUSSA 3 Is the third time the charm for 
Stornifront Studios' pitching staff? As much as Jim 
Gindin likes the chemi.stry of this graphical ba.scball game, 
he wonders if the team is pennant-worthy. 



116 VIRTUAL POOL Rack ‘em up, prcUy boy! Paul 
Schuytema lakes his cue and racks his brains to see if 
Interplay’s got the chalk lo match their talk. 

122 BLOOD BOWL We’ve heard of playing rough, but this is 
ridiculous! MicroLcaguc applies their sports expertise lo a 
rather unusual and bloody boardgame. Martin Cirulis counts 
the body parts lo see if it all adds up. 


SIMULATIONS 


129 BOGEY'S BAR & GRILL Old simulations never die if 
they have a dedicated group of hackers behind them. Denny 
Atkin hunts down tools and hacks that breathe new life into 
classic sims like Dynamix' Red B.aron. 

134 SNEAK PREVIEW! TOP GUN Can Spectrum HoloByte. 
creators of Falcon, really make a good ‘‘Flight Sim Lite”? 

Join veteran CGVV joystick jockey Mike Weksler on this recon 
flight. 

136 EXTREME COMPETITION DRIVING CONTROLS Racing 
junkie Gordon Goble gets his latest fix from this 
comprehensive racing wheel-and-pedal package. 


S T R AT E GY 
AND WARGAMES 

139 BROADSIDES & GRIPESHOT Alan Enirich examines 
SSI’s New World Order and discovers that both Panzer 
General and Gary Grigsby have a lot of fight left in them. 

142 SNEAK PREVIEW! EMPIRE II Both Empire and Empire 
Deluxe were classic games. Now, Terry Coleman tells you 
how the newest member of the Empire is different, and why it 
might be the longest-lived of the three. 


Sneak Preview! 

Into The Danger Zone Of TOP GUN 

134 



03929 

Off 


Sneak Preview! 

The Rise And Fall Of EMPIRE I1 142 



144 THE PERFECT GENERAL II Can perfection be improved 
upon? QQP thinks so, as they’ve released a new version of a 
■‘perfect’’ wargame. Patrick Miller makes sure that QQP hasn't 
fixed what ain’t broke. 

150 THE ROAD FROM SUMTER TO APPOMATTOX II 
Adanac Systems' new release not only has the longest title in 
gaming history, but may be the best Civil War game currently 
on the market. Josh Bmce fastens his bayonet and charges into 
the fray. 

155 STRATEGY! X-COM: TERROR FROM THE DEEP 
Wetsuit springing a few too many leaks? Study these excerpts 
from Jeff James’ new strategy guide and you’ll find new ways 
to plug breaches and plug alien. 

166 RISE OF THE WEST Jim Dunnigan’s Em/j/re-v 
Middle Ages emerges as a Windows game from RAW 
Entertainment. Ten'y Coleman tliinks it’s about lime. 

STRATEGY! X-COM: 

Terror From The Deep 

155 


DEPARTMENTS 

12 EDITORIAL Gamers Aren’t VidioLs 

16 INTERFACE The Gamers Talk Back 

22 READ. ME The Latest Buzz, Whir, And Click 

170 THE GAMER’S EDGE The Hacks, Codes & Cheats 
You Need 

174 HEX, BUGS & ROCK N’ ROLL Flight Physics 
Unlimited 

180 UNDER THE HOOD The Ultimate Gaming 
Machine 

194 ADVERTISER INDEX A Guide To The Vendors 

199 HALL OF FAME All-Time Great Games 

200 THE TOP 100 Readers Rate The Top Games 
202 PATCHES Game Files To Kill Bugs Dead 

204 WHAT’S THE DEAL? The Lost Art Of Playtesting 






In a remote galaxy, a mutant strain of genetically engineered Insects produced a honey 
so toxic it wiped out all life on the planet. Quarantined for decades, the planet has recently 

been inhabited by the Black Nexus Mob, who genetically re-engineered the insects 
HlllliiiliHIIIIII.'iil and turned the toxic honey into a deadly biological weapon. You must infiltrate 
the Black Nexus, save a compatriot, annihilate The Hive, and exterminate the 
Hivasects. Awesome action/arcade gameplay, for use with Windows® 95! True 32-bit 
autoplay. Killer graphics and non-stop action. Call (800) 424-7070 ext. 3061 for a free demo CD! 
Or, reach us on-line: www.trimarkint.com; trimark@aol.com; 7477.3632@compusetve.com 






10,000 years of strategic time travel. 



The power is yours. Are you wise enough to use it? 



You are the master of time and space. The Microids will rule 
the Echelon Galaxy in the year ten thousand by destroying 
all other living entities. Four decimated alien civilizations 
and your life depend on your strategic decisions. 

Travel through time to alter events and battle an interstellar enemy. 
Your actions will change history. And save the galaxy. 


"Millennia: Altered Destinies 
could be the most exciting 
game design of 1995. " 

Steve Honeywell, 
Computer Game Review 


"Here's a 'God Game' with 
a difference...Millennia will surely 
be one of the most elaborate, 
ambitious, and sophisticated 
galactic-adventure games ever 
to hit the market. " 


"This game has it all! Time travel. 

space battles, diplomacy, 
trade. ..everything! Count me in!" 
Peter Smith. Strategy Plus 



■ Another cutting-edge strategy game from award-winning i 
■ Introduce inventions and technologies-fromthe wheel to laser lusion-and transport them to 
■ Colonize and control 100 worlds as you communicate with alien races and a 
■ Lavish animation, video, and 3D-rendered graphics. Digitized s| 

MILLENNIA: ALTERED DESTINIES. THE 


Bill Trotter, PC Gamer 





Welcome To Donkey 
Kong Country 


The Big Three — IBM, Intel and Microsoft — Must Think Gamers Arc Vidiots 

by Johnny L. Wilson 


S OMKriMT-S VOU WONDl'.R IK)\V 
HUGE, MONOLriIIIC C;OMl’ANIE,S 
SURVIVED LONG ENOUGH TO 
become liuge, monolithic 
conijDanies. 'I'liat’s especially 
true wlien companies have 
been instiiiineiUal in forging 
an inclustiy and then seem to suddenly 
lose sight of the basics. Yet, that seems to 
be what has happened with IBM, Intel 
and Microsoft. 

NO INTEL INSIDE 

How dare f ask that question, you prob- 
ably wonder as you consider the billions 
made by this triumvirate of technological 
capitalism. Microsoft is dominant in the 
operating system market, as well as with 
many basic applications. Intel holds the 
lion’s share of the processor market. IBM 
is still a power in the mainframe world 
and sure to have reasonable success in the 
Mac clone market. 

Yet, when it comes to strategies involv- 
ing computer games, these formidable 
powers seem to wajit to advance games 
which mean nothing to people in a vai'i- 
ety of ways. Ask Intel what gamers want to 
do with a Pentium and they’re likely to 
show Sonic the Hedg.ehog running and 
jumping on a PC. Ask IBM what gamers 
want out of OS/2 and they’ll give you Buii- 
SY — Accolade’s feline challenger to Sonic. 
Ask Microsoft what gamers want and 
they’ll show you Activision’s PriTAi.i. Har- 
ry jumping over alligators and swinging 
from vines in a new higher-res, better 


sounding adventure. There are even ru- 
mors about Microsoft planning to market 
Win 95 versions of third-party licensee 
Sega Genesis games all over the world. 

Yet, ask gamers what they want and 
you’ll get an entirely different picture. 
Do these three techno-megaliths really 
believe gamers want to use their $3,000 
computers to play the same games you 
can play on a S300 console? Do they re- 
ally believe gamers will want Win 
95 just to up the ante on tired 
old concepts b)’ resizing the 
player’s view window and 
making the games harder? 

Do they really believe that 
the game buying audience 
with a median age of 3 1 
wants to regress back to play- 
ing the games that 1 -1-year olds 
found popular five years ago? And 
what good does it really do to tout the 
Auloplay feature by converting games 
from a medium which has always had 
“auloplay”? 

These companies must be using the 
kind of logic that Fred Schwebjr. {Where 
Are The Customers' Yarhis? Or a Good Hard 
Look of Wad Street) satirized stockbrokers 
for in the 1940s, “It is as though someone 
had invented Fsjjei'anto for saying noth- 
ing in a variety of ways.” Their in imaiy 
goal seems to be jjuiting traditional video 
game designs on the computer. Windows 
95 stands to be a tremendous boon to 
computer gamers, but converting |)lal- 
form games to the PC doesn’t make the 


most of Win 9.5’s strengths. Win 95’s 3D 
DDI will allow j)oini-of-view games and 
flight sinuilatoi's to operate faster by tak- 
ing advantage of new WiNDOW.s-based ac- 
celerator cards \vhich assist the central 
jM'oeessor with additional chips. Yet, what 
is Micro.so(t touting? A stripped down ver- 
sion of Apogee’s Tkr.minai. VELOcri'Y 
(Furv*'^), re-iiins of coin-op arcade games 
from the distant past, and cartridge 
games reincarnated. Do wc real- 
ly need PrrFAi.i, Harry to 
jump i'asler? Sure the ex- 
tra power enables the 
sprites and backgrounds 
to become more de- 
tailed, but how many 
imtlure computer gamers 
will care? How many will 
even allow their younger off- 
spring to play these visually en- 
hanced video games on their Pentiums 
or upcoming P6s? 

Another presumed Win 95 windfall to 
gamers will be the enhanced multitasking 
capability. While this may be ideal for 
multiplayer straieg)' gamers that want to 
play MicroProse’s CivNet or New 
World’s Si’AGEWARi) Hg! while they’re up- 
dating a spreadsheet or answering theii' e- 
mail, and while it might be useful for 
fanatics ol' Maxis’ SiNiCrn' 2000 or Im- 
pressions’ CaiuSAR II who want to get posi- 
tive cash How and let their ci'eations 
advance as they work, it doesn’t do much 
good with regard to Sonic’s dynamic, 
evei'-changing world. 



12 COMPUTER GAMING WORLD • AUGUST 1995 



From the team 
that brought you 
OPERATION 
CRUSADER and 
STALINGRAD, 
the latest in the 
“World at War” 
series of games. 
Includes classic 
scenarios from 
the original Utah 
Beach game, plus 
all new graphics, 
updated troop 
data and maps, 
improved game 
mechanics, 
play hy E-mail, 
and three 
scenarios 
that cover the 
hloody Omaha 
Beach landings- 
including a 
combined 
Utah/Omaha 
campaign game 
and the initial 
Operation Cobra 
breakout. 



WELCOME TO DONKEY KONG COUNTRY 

So, you’re asking yoursell', “Why docs Johnny care? Why 
sliould he criticize the short-sighlcdncss oC these companies?” 
It’s because these companies liave enough marketing muscle 
to limit the selection of the kinds of games you have told us 
you really want (via the 'Fop 1 0(1 Pol! and other leedback), and 
because they have enough development clout to inhibit pub- 
iisliers from making the kinds of games you want to buy. With 
video game publishers like Acclaim and Sega coming into the 
computer game market as (heir market declines, making extra 
noise with their big marketing bucks as they further clutter 
shelves witli their mnning, jumping, killing, die-a-lot games, 
the issue becomes even more acute. 

If buyers in the retail channel and sotne people at these big 
companies don’t wake up pretty soon, you’re likely to walk 
into a CompUSA or Egghead sometime and see a huge ban- 
ner welcoming you to “Donkey Kong Country,” home of the 
world’s largest collection of Win 95 conversions of video 
games. When you ask about Fai.cjon 4, you may be told (hat 
the store doesn’t stock it. When you ask about QuAKt:, yon may 
be told to download it. And good luck to anyone who tries to 
find a niche product like a wargame or a reasonably difTiculi 
role-playing game. 

Sound extreme? Maybe it is. But then again, Intel’s owti 
numbers indicate that consumers are buying Pentiums faster 
than corporate buyers. Intel, Microsoft and IBM should real- 
ize that people need Pentiums to play video game conversions 
like drivers need Indy cars to go to the corner market. And we 
don’t want to see these companies pave over the games we re- 
ally want with a Sonic on evety corner, ir 


HOW DO WE RATE? 

The Guide To CGW's Review R.«ing System 

Outstanding: That rare game that gets it all 
right. The graphics, sound, interface, and, of 
course, the game play come togetlier to form a 
Transcendent Gaming Experience. 

Veiy Good: A quality game that succeeds in 
many areas. May have minor problems, but is 
still worth your time and money, especially if 
you're interested in the subject matter/genre. 

Average: A mixed bag. Can often be a game 
that reaches for the stars, but falls short in sig- 
nificant areas. Can also Just be a game that does 
what it does well, but lacks flair or originality. 

Weak: A game with serious problems. May be 
buggy, may not have much play value, may be 
ill-conceived — and you may want to think twice 
about buying it. 

Abysmal; That rare game that gets it all ^vrong. 
Usually a buggy, incomplete, anepor valueless 
product. 


COIVIPUTER 

GAIVIIIVG WORLD 

The # 7 Computer Game Magazine 
AUGUST 1995, NUMBER 133 


Publisher 

Jonallmii Lane 

Editor-in-Chief 

Johnny Wilson 

Editor Emeritus 

Clhris Loinbarcli 

Managing Editor 

Ken Brown 

Technical Editor 

Mike Weksicr 

Assistant Editors 

Teny Coleman 

Allen Cheenher^ 


(ieorge Jones 

Art Director 

Kclwin CL Malsirom 

Graphic Artist 

Jack Rodrigues 

Editorial Assistant 

Kate iledslrom 

Advertising Director 

Lee J. Uniacke 

East Coast District Sales Manager 

(ialtiy Conway 

West Coast District Sales Manager 

l.ynne Killey 

Account Representative 

Marci Yamagiichi 

Marketing Coordinator 

C'athy Lin 

Administrative Assistant 

Linda Phila]}i] 

Contributing Editors 

Scorpia (Adventure Games) 


Alan Bnirich {Wargmim) 

Charles Arciai {hUeraclive Fiction) 
Ijjyd Case (Teclmulogy) 

Marlin (aiulis {Science Fiction) 
Founder Uns.scll Sipc 

Ccinlciils arc topyrighlccl by ZilV-Uavis I'ublisliiiig Co., 199.’). 

Cranpntcr Oamiiig World is iiol allUialcd wilb lOO. 

Subscription Rate: The siibsa ipiioii rale Ls $U7.9'1 Cor ;i one year subscription (1 2 
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lions are $78.00 per yeai. Canadian CS'I' registration number is RI2:if)f>9()7;T 
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hank. Visa, MasietCard, AMKX acrepled. 

Subscription Services: For subsiTiption niiestions, address changes or ordering 
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All other coiimries call (303) ()0l-M61 or liix (.303) (i(M-7.1f)5 (iiilernatioiial su!>- 
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Kdiiorial OfTices: 135 Main St., Htii Floor, San Francisco, CA 94 105. 

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ZJKK-DAVIS I’UBIJSl lINti COMPANY 

Chairman and GF.O; Eric 1 lippean 
President, Consumer Media Group: J- Scott Briggs 
Senior Vice Prc-sidcnl. Consumer Media Gicnip; jiin Stafford 
Presidcni, Computer liiTellegcnte/lnfoCimp; Bob Brown 
Prcsideiii. Iinevnalion:il Media Gioitp: J.B. Holsion III 
Senior Vice President. Civculalion; Baird Davis 
Senior Vice President: Rachel Gveenileld 
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Vice Pve.sident, Busitie.ss Manager; T.E. Thompson 
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Vice President, Corporate Researcli attd Analysis; Elda Vale 
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Vice President , Creative Sen'ices: Herbert Stern 
Vice I’residein, Genci-il Counsel and Secretary; |. Malcolm Morris 
Vice President, Gencr;il Manager; Bnice W. Bouiiie 
Vice President, I!um;m Resoiiiccs; Rayiia Brown 
Vice Presidcni, Marketing and llevelopineiil Group; Herbei l Stern 
Vice Piesidenl, Prodnclion; Roger Hemnami 
Vice President. 'IVcImolngv; Bill Macliriiiie 
Chief Information tUTiccr: Wellington Y. Chin 
Hxecmive Director, Informalioii Systems: Oven Weekley 
Exeailivc Director, Marketing Services; Jim .Maiming 
I’lodnclioo Diiecior; Waller J. 'I'erlecki 
ABC Exeniiive Uiivcuir, l.irensing: Gertrud llorcbardt 

AUDITED Director of Public Relations: Gregory Jarbiie 



ia COMPUTER GAMING WORLD • AUGUST 1995 



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H Products FlightStick PRO’“ 4 Button Joystick with Viewing Control 

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lini Tower Case with 250 Watt UL approved power supply 

4' Non- Interlaced Super VGA Monitor, .28dp, Edge-to-Edge Display 

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Circle Reader Service #141 


interface 

LETTERS FROM CGW READERS 


REPENT! 

This magazine is so full of 
Kvil; clealli, tenor, horror, 
sex, immorality and more evil, 
it’s not even allowed in our 
home. Please stop sending it. 
I never ordered it an)’way. 

John Bedney 
Renton, WA 

Ilmvi! Were pretty sure it xim 
a subscription from your min- 
ister. Seriously, we don’t want to 
go where we’re not wanted and 
we’ll cancel the subscription, but 
we wonder if in games (is well as 
life, there can truly be a triumph 
of good without evil. Sure, games 
have evil in them, hat we don’t 
believe the perpetration of evil is 
their central goal. 


(and jdays) over 150 games, 
and boiighl about 24 last year, 
I take umbrage with your 
derogaloiy imj)liauions. I am 
not 76 years old by choice, 
and you will have the pleasure 
of finding that out for yourself 
in a few years, ir)’ou have luck 
and the jnoper genes. 

I applaud Steve Meretzky’s 
choice of making a game 
that’s just fun to sit clown and 
play williout having to go 
through the time-worn scala- 
logical humor of Discworld, 
Erk: 'I'liK Unrkady and Day 
Of 'ITIK 'rtiN'i'ACi.t;. It’s not that 
they olfend me — they are just 
so sophomoric that they are 
boring. \Vhy do people find 
the refuse of the intestinal 






^ ‘I'M 


SPIRIT OP 76 

Are you implying, in your 
reply to Steve Meretzky altoul 
Hoi)| ‘n Podj (“Interface,” 
CGW #1112) that you think 
70-year-old-women cannot be 
“hard-core gamers”? As a 76- 
year-old woman who owns 


tract so fascinating? 

Are you suggesting that 
when j)eople reach a cer- 
tain age (pick one, there 
are lots of choices) that 
they should not renew 
their subscriptions to 
your magazine? And 
when Scorpia reaches 
that age, what then? 

Octavia Reed, 
“Hard-core Gamer’’ 
Vero Beach, FL 

We stand coirecled. 
We knew our audience 
wa.sn ’t the Pepsi Gen- 
eration, but; a.ssuming you're 
not SUwe Merelzhy’s mom, we are 
pleasantly surpmed by your viis- 
.dve. What we .should have .said 
was that four-year-old girls and 
70-year-old xi>07nen are not our 
“target” audience. In order to suc- 
ceed, a magazine has to be able to 
identify and capture a demogiaph- 
ic segment of the population, fust 


16 COMPUTER GAMING WORLD • AUGUST 1995 


as an indivulual cannot .success- 
fidly be all things to all people, 
neither can a magazine. Success- 
ful magazines identify the needs of 
a demographic segment and do 
their best to meet them editorially. 
This does )wt mean, of coinse, that 
exceptional members of other de- 
mographic segments might not 
have the same needs and might 
7iot be satisfied by reading it. It 
ca7i mean, however, that persons 
outside that target group 7nuy be 
unamused at occasio7ml genera- 
tional 7-eference.s or liimor and. 
7nay become impatient with what 
may appear to be a sophomoric 
tone. We are delighted to have you 
a7nong our reader.ship and co7n- 
7nend you for either unusual as- 
tuteness hi catching the 
generational references or incredi- 
ble patience in gleaning wluii you 
need fro7n their midst. No, we 
don’t think you should, (juit read- 
ing our magazine. We ho7iestly be- 
lieve our magazme 7nects the needs 
of both our target reiulenship and 
those who are older. We apologize 
for the unintentional slight. 

UNBUNDLED 

DECEPTION 

Thanks for your insight 
and honesty regarding bun- 
dled software, llie article on 
“WHiat’s An Honest Gamer 'I'o 
Do?” in the June ‘95 issue re- 
ally struck home after my lat- 
est software purchase. My 
concern is this. How do you 
know whether or not you are 
purchasing unbundled soft- 
ware, unless you can actually 
see before you buy? My last 
software purchase was with a 
company advertised in your 
magazine, Bare Bones Soft- 


ware. They had Panzkr Gen- 
eral listed for a very good 
price, even considering ihe 
shipping charges. Later in 
the week when I received the 
package, I opened it to find 
an unbundled version of the 
game. There was a sticker on 
the wrapper that stated “not 
for individual sale.” The 
game came with the basic op- 
erating manual and the CD 
itself. I did not purchase this 
game as “used” and I as- 
sumed it was new. I was not 
told otherwise at the lime of 
purchase. How do you avoid 
the unknown when dealing 
with these software warehous- 
es? All I can say is, “Buyer Be- 
ware!” Keep up the good 
work! I look fonvard to re- 
ceiving CGW each month. 

Robert Bagley 
Corona, CA 

Readers can help reduce this 
dishonest practice by statmg when 
they order the software that they 
do not xvant to purchase unbun- 
dled softiuare. This may not keep 
the mail order house from sending 
such, but if enough customers 
co7iiplained (staling that they 
luould 710 longer purchase soft- 
ware from a company which sent 
them U7ibundled software), it 
xuould have an impact. For our 
paii, we will pass along your let- 
ter to those in our sales staff who 
deal directly with the advertiser 
and attempt to cluinge the busi- 
ness practice from this end. We 
encourage other readers to let us 
knoxu about such practices. As for 
the editorial, it is having some im- 
pact within the industiy, as you 
can see by the following letter. 




One Must Fall 2097 is the best fighting 
game available for the PC, bar none” 



ONE MUST FALL 


‘mVE OVER, DOOM, FOR 
ONE MUST FALL: 2097 1$ 
A SURE WlNNERr 

GAMEBYTES 



Supports dual joystick head-to- 
head combat in 5 unique arenas 



Win cash for repairs, upgrades 
training & buying new moves 


COMPUTER GAME REVIEW 


^'1 

11 robots with over 120 hemes 
o1 3D animah'on per robot! 


p f 

1 





Run out of cash and your 
repairs are over 


Are you tired of PC beat-em-up games that don’t live 
up to their hype? PC Gamer says “this is a truly excel- 
lent game” and “you won’t be disappointed” with One 
Must Fall 2097. PC Answers calls it “outstanding", PC 
Home calls it “a must” and PC Gamer says it “plays 
brllliandy”. Computer Game Review says One Must Fall 


2097 is “fast, furious and fun above and beyond the call of duty”. PC Gamer 
also calls it “the definitive” and “most awesome beat-’era-up on the PC”. 

Even people who tend to not like fighting games seem to enjoy the sheer 
playability and fun of One Must Fall. 

Play head-to-head against your friends or fight your way through increas- 
ingly difficult tournaments. Use your winnings to upgrade, trade robots 
and purchase training in an attempt to defeat diverse enemies with unique personalities. 

Features multi-channel, metal-crushing sound effects and heart-pounding digital music. One Must Fall 
2097 is only $39. Or, get the game, the 60-page OA/IF Strategy Guide and a color poster for only $49. 


Tiy our games on 
CompuSen/e just 
GO EPIC 


NOT AVAILABLE IN STORES 
CALL 1 -800-972-7434 TO ORDER! 



Please add $4 s&h. Visa, Mastercard and checks 
accepted. MO residents add 5% sales tax. Every order 
includes a bonus shareware game. In UK/Europe call 
Epic MegasGames UK Ltd. at +44 (0)1767-260903. 

Epic MegaGames Inc. ■ 3204 Tower Oaks Blvd #410 ■ 
Rockville MD 20852 • (301) 983-9771 • Fax (301)299-3841 


TRY THE SHAREWARE VERSION TODAY! 

On CompuServe GO EPIC and visit the 
Epic Forum or call Exec-PC BBS at (414) 
789-4360 or on the Internet ftp any of 
our shareware games from ftp.uml.edu in 
the /msdos/games/epic directory. 



I wanted to thank you for 
the excellent editorial on page 
12 titled "What’s An Honest 
(iaincrTo Do?” It was refi-esh- 
ing to see the stand that you 
took in regard to directing 
your readers not to buy un- 
bundled software — even from 
one of your advertisers, d'he 
Software Publisliers Associa- 
tion, a trade group represent- 
ing over 1200 software 
imhlishers and developers has 
been veiy active in trying to 
get organizations to stop sell- 
ing unbundled product. 

A committee of approxi- 
mately 40 SPA members was 
I'ormed this past fall to discuss 
what could be done to control 
this serious issue for the in- 
dustry. Since that time, and 
four meetings later, much has 
been accomplished. 

One of those accomplish- 
ments has been the develop- 
ment ol' a policy statement 
and bundled sofns-are update. 
The policy statement is de- 
signed to facilitate the effi- 
cient and legal distribution of 
sol'tware products bundled 
with hardware products. We 
are encouraging everybody 
from publishers to resellers to 
sign on to this statement, at 
whicli lime we would publi- 
cize it so that it would pres- 
sure other organiz,ations to 
do the same. With an organi- 
zation signing this, we hope 
that other interested resellers 
will be able to identify the 
“good guys from the bad” 
and make an intelligent 
choice as to where to lawfully 
aetjuire their products. The 
unbundled software update is 
geared towards resellers/re- 
tailers and is intended to edu- 
cate their employees so that 
all parts of the chain know 
what is legal, and illegal. 

1 hope that through our mu- 
tual elforts that we will be able 
to bring a stop to this. Your fi- 


nal two lines sum it all; “I've 
seen sol'tware piracy hurt pub- 
lishers and computer platforms 
(Atari’s S'f is the most dramadc 
case). 1 believe debundling has 
the same potential,” 

Peter Beruk 
Litigation Manager, SPA 
Washmgton, D.C. 

The SPA jwlicy statement is 
available from Peter at 
Pl)eruk@spa.org. We believe that 
eveiy software publisher and re- 
seller, as well as eve)y hardware 
handler should sign it. 

WHEN YOU 
WISH ... 

First, let me congratulate 
your magazine for all the im- 
provements you’ve made; a 
year ago I wouldn’t touch it, 
now I never miss an issue! 
Now, I’d like to ask a ques- 
tion: how does a creative and 
talented high-school gi'aduate 
like me go about becoming a 
game designer, a position cov- 
eted by millions of gamers!? 

Igal Vahishteino 
Toronto, ON, Canada 

RS. Keep up the excellent 
work! 

Thanks! Now, for all you 
would-be game designers, let us 
suggest a course of action. Fiist, 
learn to program in C-I--I-. Most 
game companies cannot afford to 
take a chance on would-be desig)i- 
ers who have great ideas but don’t 
know what it would take, pro- 
gramming-wise, to implement 
them. Second, .start 7wticing the 
names of the developers luho cre- 
ate the programs you enjoy — DE- 
VELOPERS, not publishers. Tiy 
to find out where they are located 
and, if possible, fnd one that you 
admire near you and tiy to be- 
come acquainted there (developers 
aren’t usually as big or well- 
known as publishers, so they’re of- 
ten willing to listen or talk to 
someone xuho understands some- 


thing about the technical feats 
the\ have accomplished. Third, 
subscribe to Chris Cranford’s In- 
teractive Knteriainment De- 
sign newsletter (5251 Sierra 
Road, San Jose, CA 95132, $36 
US per year). Miller Freeman’s 
Game Developei' magazine, 
a7id/or Morph's Outpost, 
Fourth, attend the amiual Com- 
puter Game Developers Confer- 
ence in Santa Clara, CA. (For 
more information write to 555 
Bryant Street, Suite 330, Palo 
Alto, CA 94301, or call (415) 
948-CGDC.) 

BRING BACK 
OLD BAG HEAD 

What happened to the Ru- 
mor Guy? We loved 'I’he Ru- 
mor Guy! Get him back, pay 
whatever you have to and get 
his head back in that bag. It 
was nice being able to hear 
about the games 1 want to 
play months in advance. I’ve 
been a subscriber for a little 
over a year now, and a read- 
er a lot longer. Please bring 
him back. 

Michael Smith 
via the World Wide Web 

The Bag Guy responds: I find 
myself trapped in this Lovecraft- 
ian dimension, shackled by the lo- 
gisticed tentacles of Og Suggoth 
himself. I am not dead. / have 
not passed this veil as some have 
reported, as some have misunder- 
stood by my disappearance. 1 in- 
tend to make good my escape from 
time to time. But be forewarned, I 
can only escape on brief occasions 
and then, this horrid cesspool of 
evil sucks me hack into oblivion. 
Therefore, gentle readers, remem- 
ber me with fond thoughts. Wel- 
come me on those occasions when 
I reappear and peruse the 
columns a.ssociated xvith each 
genre for such prescient tales of 
the future which you desire. 

Editor’s Translation: The mail 
on old Bag Guy has always been 


about 50150. Some people liked 
the column. Others thought it was 
loiuer than stupid. When we be- 
gan to departmentalize the gen- 
res, we decided that it would be 
easier for our readers to find the 
rionors they were seeking in those 
departmental columns than to 
wade through the preposterous 
fiction associated with the Bag 
Guy. We also started to run into 
logistical problems, because the 
back page is one of the Jhst pages 
to go to the printer. So, the ru- 
mors were no longer as fresh as 
they could be. 

So, much as he was close to the 
hearts of many of our editors, we 
retired him to a dimension from 
xuhich xve can release him from 
time to thne. Expect a guest ap- 
pearance in an upcoming issue 
in a non-obtrusive way. Mean- 
xuhile, we think you’ll enjoy Cir- 
ulis’ commenteny and find his 
perspective to proxnde refreshing 
counterpoint to our Editor-in- 
Chiefs perspective in Rants & 
Raves. 

Finally, to slake your thirst for 
new games, you need only .see our 
Fall Feature on page 35. More 
Jilling, xuilhout all the fiction. 

BRANDISHED 

NAPOLEON 

I’m a Napoleonic Wars I'an. 
1 would appreciate it greatly if 
you did a special on games of 
this topic. 

Maxxvell Hamilton 
Baton Rouge, lA 

Our Editor-in-Chief is a 
Napoleonic Wars fan. He would 
appreciate it greatly if there xvere 
enough Napoleonic xoargames on 
xohich to publish a special. Except 
for txuo or three, none of the earli- 
er games xuill work on the current 
IBM platform. Spectrum 
HoloByte’s FiEt.ns ou Glory, 
SSI's W.ATEHLOO, and SSI’s B. vr- 
TLES OF N. \POi.i-m' are the only 
land games xoe can think of in re- 
cent IBM liBtoiy. ^ 


18 COMPUTER GAMING WORLD • AUGUST 1995 





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WOTHlWfr 
VIM 
AS IT 
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HERE. 


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M TO MISS IT 
WOOLtS 5E 
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Made in cooperation with Simutronics, the 
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For more information visit our website: http;//pathfinder.com/twep/games/modop 









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Fly Lindbergh's path from New York to Paris, using only 
your instruments to plot your way, using nerves of steel 
to handle the bone-jarring turbulence. 

With Microsoft Flight Simulator 5.1, real-life 
flight equations and models let you find 
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Fly patterns that would get you arrested. 
Test your flight skills with 20 new gameplay scenarios. Land on the USS Nimitz. 
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Circle Reader Service f/268 


THE LATEST NEWS FROM THE GAMING WORLD 


Starflight, Carfights, 
And Mega-Bug-Bytes 

SSI's Ambitious Lineup Plugs Into An Online, Multiplayer Future 



FLESH & BONES? SSI’s upcoming Thunoerscape role- 
playing game will sport a lean-and-mean look, as these 
skeletal and demonic baddies may attest. 


Strategic Simulations, Inc,, 
ihc single most prolilic pub- 
lisher of computer ganies over 
gamings' 15 year liistory, is 
moving Ijoth literally and iigu- 
raiively. As SSI’s Sunnyvale, 
CA, ofFices expand, they arc 
making room for an extremely 
ambitious project line-up. 

Besides the evolutionary 
changes the company is going 
through, there also seems to 
be a scent of revolution in the 
air, perhaps luelecl by the com- 
pany’s new owner, Mindscape. 
At just about eveiy level, the 
new buzz around the company 
is “online, multiplayer play.” 
All this is occLin'ing just as the 
company is making a greater 
commitment to support Win- 
dows ‘95. TTiiis, the SSI gam- 
ing enthusiasts of the near 
liilnrc may find each other ati 


<Ak-Tab> keystroke away, 
tnodem lights a'blinking! 

In the realm of action 
gtimes, SSI has several multi- 
player projects in the works, 
the iirsi of which may be Rn- 
TURN 10 Jacob’s S r.vR. Tliis se- 
(juel to Rknkgade, the space 
combat game released earlier 
this year, will have essentially 
the same grajdiics and game 
structure as the original, but 
with new missions, plus mo- 
dem and network play. Hope- 
fully SSI will (lesli out the 
RKNWtAOt: universe a bit more 
than they did with the original. 

Next up is Ass.-\SSI.n' (working 
title), an action-adventure 
game slated for release during 
(he first ciLiarter of 1996. This 
is a side-.scrolling game that fo- 
cuses on exploration and puz- 


conCiining 
strong iiclion el- 
ements. The 
graphic ele- 
ments of As.s.\s- 
siN are 

important com- 
j)oneius of tlie 
game; complex 
lighting will en- 
hance the 

game’s leel, and 
molion-ctipliire 
technology is 
being used to 
give Iluid move- 
ment to the 
player’s charac- 
ter. 

NKt:ROi)OMi:, 
developed by 
Raven (of 
Hkrktic fame) 
and scheduled for 
release in the first 
quarter of 1 996, 
is basically a mul- 
tiplayer demolition derby 
game in the Car ITwr.v 
boardganie tradition. The 
player’s car will be equipped 
with various weapons as be or 
she peels around an arena, 
keeping guns trained on rivals 
all the while. By successfiilly 
surviving an ai'ena combat, 
players will win prizes, gain 
prestige and be able to equip 
tbeii' vehicles with bigger, bad- 
dc!' weapons. 

Necrodcmm will be even 


more intense as a multiplayer 
game. Up to eight peojdc can 
fight as individuals or as teams. 
Flayers can even have nvo peo- 
ple per veliicle: one to lire the 
weapons, ;ind one to do the 
driving. Finally, plans are in 
place for inqjlemeniing a 
voice-over-modem atid nei- 
vvoi'k feature so (bat players 
will be able to scream at each 
oibei' during |)lay. 

Kven in the midst of this 
nuilii|jlavcr wave, SSI is not 


zlc-solviiig, while still 



GENERALS IN CIVVIES Relaxing in the command post from their Allied General 
labors are (left to right) Jonathan Korman, Chris Perry and Rick Martinez. For 
more info on forthcoming SSI strategy games, see page 1 39. 


aa COMPUTER GAMING WORLD • AUGUST 1995 



slrayiiig I'roiii their roots, 
which arc in wargames and 
I'oie-playing games. 

Wargaincrs .should see Broad- 
sides & Gripesliol , page 139, for 
the nc^vs on that front. 

As foi' role-players, the word 
is “Aden." SSI is proud of 
iheir new fantasy world (which 
is nol. Cor the record, a TSR 
AD&D product), and several 
games are being developed to 
Ltike place in that universe, 
'fhe first will be TiiUNorR- 
SfVM’r a lirsi-person RPCi set in 
Aden. Mere, players will move 
and conduct ranged comlaat in 
real-time, while hand-to-hand 
combat will he jdiased. A party 
of ujj to six characters is 
helped along by the 3D rotat- 
ing autoniap. These characters 
can iinju'ove all skills (includ- 
ing spell casting) use and ex- 
jterience. Better still, there is 
no experience level cap! 

fhe world of Aden is also 
the setting for an SSI action- 
advenlure game, Entomorrh, 
dtie in September for Win- 
dows and January for the Mac. 
Designed and developed by 
CyberLore Studios, Ento- 
MORl’il oilers a dark vision of a 
world overrun by. ..(can you 
guess?).. .bugs! The player is a 
hero whose job is to save an 
unexplored island from these 
pests. Unfortuntitely, the only- 
way to do this is to undergo a 
gradual metamorphosis into 
an insect as only Franz Kafka 
;md [elf Goldblum have fully 
experienced. As the hero un- 
dergoes ViirioLis levels of this 
transformation, he develops 
new abilities, including magic, 
tf) tise in his battle to save the 
island. 

A linal dispatch from Aden 
is that this world will also form 


T The ccwK 

PLAYING LATELY? 

Here arc the games that your fellow players a3‘e blowing the 
most lime with, let us know' whidi game you’\'e been playing 
the ino.si by writing ilie name ofyoui' aiiTeni. addiciion in ilie 
“Playing Litely?" blank of the CGlFTop 100 ballot. 



10 . Tie Fighter (LucasArts) 



“Thank God the 
graphics in X-Com; 

'I'lLRiioR From Tut; 

Diau' are mediocre. 

Othenvise, with game- 
play this intense. I'd 
have constant nightmares from the images." 

Andrew Prescoti, Queens, N)’ 

“Fve turned into Fidel playing Jagged Al- 
Lt/Vs'CE. ‘Leave me altme — I busy!”’ 

Chip xm llnwerth, New Ode-ans. Li 

“I VA'tmcler wluil D.MtK Forges could have been 
like with a multiplayer option and more levels?” 

David Hayes, South Amboy, NJ 


“Tiianks to LucasArts 
for another amtizing re- 
lease. Dark Forces is 
outstanding and I can’t 
stop playing it!” 

J. Coles, Stelion.CT 

“My prayers have been answered! Thanks to 
NBA Live! ‘95, 1 can play with die big boys...One 
thing: bring back # 23 in NBA Lnii! ‘96. I love 
this gcmic!” 

Casey Lee, Seattle, WA 

“All of the Wing Commander games ai e gi'eat, 
but they end too soon. Also, it is unrealistic to fly 
in twos 95% of the time. Otherw'ise, I love 'em” 

Aaroxi StoUer, Albany, NY 


Notable Quotes : 

Wit, wisdom and caustic quips 
fronfi gaming's harshest critics 

I7~ ag?*«r.«' .-rr'f'- Tlr.>w~ ' 


the basis for a pitpcr-:md-peii- 
cil role-playing g;imc to be re- 
leased in early 1996 by West 
End Games (which lia\’e had 
success will) their Star ]Vars 


and Paranoia pa|)cr role-play- 
ing games), d'hcrc are also 
plans to release the world of 
Aden as an expansion set for 
an existing collectible card 


game. Clearly, SSI’s marketing 
department has found their 
Garden of Aden. 

— Alan Emrich 
and Petra Schlunis 


AUGUST 1995 • COMPUTER GAMING WORLD 23 





LORDS OF MIDNIGHT 




Have vve met before? Well, 
yes and no. Gamers who have 
played Midwinter, Fiames of 
Freedom and Ashes of Emi’IRE 
will instantly recognize Lords 
OF Midnight as a Mike Single- 
ton game. 

At the outsei, you control 
Pi'ince Morkin, who starts olT 
at a castle in the far 


Lords Of Midnight combines the makings of an epic fantasy 
adventure with several unique twists like multiple character 
control and a fully inhabitable environment 


northwest with a small circle of 
friends. This circle expands as 
)'()n make your way aa'oss the 
countiyside, meeting all man- 
ner of friend and foe in a jour- 
ney with all the makings of an 
epic fantasy adventure. Of 
cotirse, the ultimate goal is 
putting down the evil inten- 
tions of Boroth the WollheaiT. 
Players will be able to control 
up to 2-1 characters (not sim- 
ply the hero) either directly or 
in' setting specific missions for 
litem, like “rendezvous with 


Publisher Domark is well on 
their way to creating a rich, 
large real-world environment, 
fhe level of detail in LOM is 
simply astonishing. The poly- 
gons that made up the nonde- 
script landscapes in 
Singleton’s 8-bit games are 
gone, replaced by a 
rich, fractal-generat- 
ed tapestry. The 
ground is almost 
never entirely level 
or linear. It’s not 
drawn to scale, of 
course — this 
wouldn’t be a 
lantasy game if 
the rock)' peaks 
didn’t look like 
unfathomably im- 
mense, jagged 
teeth — but 
things seem 
right when 
you’re peering 
down through 
wispy clouds 
from your seat 
atop a dragon 
(that’s right — 
you can fly a 
dragon). 

Moreover, 
LOM gives the 
player the op- 
portunity to en- 
ter and roam around the 
multitude of buildings litter- 
ing the landscape, although 
how this will work in practice 
remains to be seen. In our ear- 
ly preview copy, they all 
seemed to be endless and ran- 
domly constructed mazes that 
bore little relation to the 
shape and size of the buildings 
as seen from outside. 

'fhe group combat system 
could also stand to be fleshed 
out a bit. You would think that 
epic battles would be handled 



in epic fashion, but the troops 
you recruit don’t fight en 
masse. Their numbers are sim- 
ply lumped into the resolution 
of personal combat bettveen 
leaders, a la IhR.\'n':s, on a sep- 
arate, static screen. 

Allhough LOM is not yet a 
finished product, we’re fasci- 
nated by the notion of a Mike 
Singleton world drawn in the 
kind ol detail never possible in 
his previous games. And 
something tells us that, amidst 
the hype, this might be the 
next RFC to seriously push 
the gaming envelope. 


FADE TO BLACK 


'fhi'own in prison in the sci- 
fi future? No problem — 
there’s always someone 
around to break 
you out and assist 
you in I'inding 
and destroying 
the ultimate 
evil. Of course 
you might die 
once or thrice 
'along the 
way, i)ut hey, 
breaking out 
of your 
prison cell’s 
the only part 
we said was 


U.S. (iold). 'I'liis .sci-fi thriller, 
however, is looking to set itself 
apart I’rom its predecessor and 
the rest of the pack with an 
entirely new approach, which 
includes some groundbreak- 
ing visual perspectives. 

'I'his is a sequel in stoiyline 
only — ■your irip home is hi- 
jacked and you are taken 
iiostage on the moon, only to 
be bi'oken out by a faction of 
human rebels that persuade 
you to join in their rebellion. 
After that, F.vde ’t'o Blvck is a 
whole new game. It's kind of 
like mixing the look of Ai.ONE 
IN THE D.ark with the atmos- 
phere of Otri' OF Tins WOREi) 
and then using an over-tlie- 
shoulder point of view. Of 
course, this first-and-a-half 
person pcrsjjeclive is supple- 
mented with the usual cine- 
matic camera angles 
gamers 


tronic Art s 


Not everyone has deadly intentions, but you sure should — with 
it's cool texture-mapped polygons and eerie atmosphere, Fade td 
Buck should have your trigger finger itchy. 


2a COMPUTER GAMING WORLD • AUGUST 1995 




SHORT TAKES ON GAMES UNDERGOING BETA TESTING AND SOON TO BE RELEASED 



are used lo. And lor ihe most 
j)art, [liis innovaii\'e aj^proach 
w'orks — as (a)iirad leans over 
to |)eer around corners, the 
camera perspective 
shii'is accctrdingly, al- 
lowing the player to do 
the same. Routuling 
corners is still a little 
tricky — the resultiint 
camera shift is a little dis- 
orienting — but we’re 
counting on tlie folks at 
Delphine and EA to solvt 
this problem. 

There are tons ol' 
missluipen, morph- 
ing green things nut 
there who would just 
love to gel their 
hands on you. That’s 
where combttt comes 
into play, Simply 
press the appropri- 
ate key, draw )'our 
weapon, and blast 


is followed l)y ol'fensive fire 
and then assault. Don’t be 
fooled — even with the in- 
terspersed pliases, this is 
strictly ;i turn-based 
game. Yet therein lies 
one of AkltKNNLs’ best 
tiilribules: it may be 
]j|;iyed as a step up for 
(hose who want some- 
thing a little more se- 
rious than PanzI'R 
(dtNM'.KAL, bur who 
still wtiiu to avoid loads of 
rules and minuti- 
ae. 

The interface 
helps the gamer 
along with user- 
friendly icons, like 
a vanishing lire to 
indicate that a unit 
has already 

moved, faded Iml- 
lels to show that a 
unit hits already 
llred, and binocu- 
lars that pop up 
when a unit is I’lrst 
spotted, ArdI'NNKS 
III ns well in Win- 
dows and shows 
olT the extpiisiie artwork of 
Tharlie Kibler, probably l)esi 
known for his work on Ad- 
vaveed Squad Leader and oth- 
er Avalon Hill boardgames. 
Ma\’ing Ribler’s talent on 
board is probably the main 
reason rh:it the tactical 
board, which combines the 
lamiliar hex-grid with 3D 
repi’escntations of slopes and 
valleys, works so well. Sur- 
clear 

enough that gamers can easi- 
ly identify units and tiuickly 
ascertain the lay of the land. 
With its blend of solid histori- 
reseitreh, narrow locus 
and uni([ue visual perspec- 
tive, Ardknnks could be an 
eai'ly fall wargaming hit. W 


them :is the camera 
zooms in a bit (don’t 
forget to reload 
though). 

The ganieplay 
looks great, as do 
the graj)hics (which have 
three dil'ferenl I'esolulions, 
including (>1() x 480) and 
sound. The environment lias 
(he right “eerie alien space- 
ship” feel to it. and is plenty 
interactive, I'rom opening se- 
cret doors to picking up 
tools and weapons. Eadk to 
Bi.At:K should be moving to 
the forefront of gamers’ 
minds this fall. 


New conijianies rise and 
fall, but the hot topics in 
wtirgaming usually remain the 
same. Jim Rose realized this 
when he left his position as the 


The grand old hexgrid gets a new lease on life in the tactical view of 
Battlcground: Ardennes, 


to concentrate first on recog- 
nizable battles, and to “do 
them up right, and in style.” 
So, Talonsoft finds itself tack- 
ling nothing less than the Bat- 
tle of the Bulge in 
B.viti.e(;round: Ardennes. 

'J'he appeal of the subject 
matter is obvious: Nazis, the 
ultimate bad guys, versus the 
scra]Ji>y, plucky and green 
G.I. Joes. Without resorting 
to the hero worship or overly 
dry number-crunching of 
most Bulge games, Ardknnr,s 
linds a comfortable middle 
ground in dealing with slices 
of the Bulge at platoon level. 
The sequence of play will 
warm veteran boardgamers’ 
hearts: a defensive tire phase 


j)rn 


gly, ih 


e view IS 


director of Avalon Hill’s com- 
j)uter division to form his own 
company, and he de- 
cided 



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AWFUL GREEN THINGS QQP 10/95 j 

BATTLES IN TIME QQP 9/95 j 

BEYOND SQUAD LEADER AH 9/95 j 

BURIED IN TIME Presto Studios 8^5 ' 

CAESAR It Impressions 9/95 ; 

CHESSMASTERSOQOMindscape 9/95 

I CIV-NET MicroProse 8/95 : 

I CONQUEST OF THE NEW WORLD 

i Interplay 10/95 

j CRUSADER; NO REMORSE Origin 9/95 - 

j CYBERMAGE Origin 10/95. 

i DAGGERFALL Belhesda 9/95 ' 

: DUNGEON MASTER II Interplay 8/95 

^ DUSTCyberfliA 9/95 

' EMPIRE It New World 9/95 | 

i FAST ATTACK BOATS Time-Wamer 8/95 i 

^ FRANKENSTEIN Interplay 9/95 ; 

. G-HOME 7th Level 8/95 ' 

: GUARDIANS OF DESTINY Virgin 9/95 , 

; KNIGHT MOVES Spectrum HoloByte ....9/95 : 

i LAST BLITZKRIEG SSG 8/95 | 

i LORDS OF MIDNIGHT Domark 8/95 j 

! MAGIC; THE GATHERING MicroProse . . . .9/95 j 

' MECHWARRIOR II Activision 8/95 j 

j MILLENNIA GameTek 9/95 i 

I MISSION CRITICAL Legend 9/95 j 

I NAVY STRIKE MicroProse 9/95 ‘ 

I NCAA FOOTBALL Mindscape 9/95 

! PHANTASMAGORIA Sierra 8/95 

j PRISONER OF ICE l-Motion 8/95 

i 7TH FLEET Avalon Hill 10/95 : 

^SILENT HUNTER SSI 9/95 ^ 

SIMISLE Maxis 10/95 i 

, SPACE BUCKS Impressions 10/95 

i STAR CONTROL III Accolade 11/95 ^ 

i STEEL PANTHERS SSI 9/95 

I TEKWAR Capstone 9/95 

i TERRA NOVA Virgin 10/95 

, TFX 2000 Ocean 10/95 ^ 

THEDIGLucasArts 9/95 

THIS MEANS WAR! MicroProse 9/95 

TOP GUN Spectrum HoloByte 8/95 j 

' WARHAMMER Mindscape 10/95 i 


'wooden SHIPS & iron MEN 



AUGUST 1995 • COMPUTER GAMING WORLD 25 





News veu can use 
From The Coming Biz 


Sierra On-Line recently 
jjurchaseci strategy Avargame 
publislier Impressions Soft- 
ware for an undisclosed 
amount. Inij^ressions Presi- 
dent David Lester points to 
the sale as lurlhcr indication 
of consolidation in the indus- 
liy, and says it was necessaiy 
to increase his company’s “dis- 
tribution clout.” Although Ini- 
pressiuns’ design and 


development will remain au- 
tonomous, no decision has 
been made yet whether its ti- 
tles will be labeled as Sierra or 
Impressions products. 

Snuggling to cope with SI8 
million in losses for liscal ‘9-1, 
Spectrum HoloByte recently 
laid off approximately 10% of 
its worldwide force of 400 em- 
ployees. The layoIVs included 
key personnel on the Kai-CON 


4 development team, but the 
product’s development should 
not be delayed, company 
sources say. Spectrum Presi- 
dent Lou Gioia says I'At.cxjN 4 
will ship sometime in 1996. 

Interactive Magic plans to 
j)ublisli Trevor Chan’s CAiTrAi,- 
iSNt. C\]*ri'AUSM is a tremendous- 
ly detailed business simulation 
witii S\''GA gmphics tuid several 
scenaiios in addition to tlie ran- 

power will be required for 
Kitty’s intelligence. I envision 
a multi-processor subsump- 
tion architecture with exten- 
sive self-modeling capabili- 
ties (useful for honing 
adaptive strategies offline). 

Software; Since Kitty will 
continually adapt, I can in- 
vent new games to play with 
it all the time. If I say “Killy, 
bring me the ball,” il will tty 
dilTerent things until it has 
accomplished the task. Like- 
wise. if I say “Kitty, bring me 
a beer,” it might spend all 
night tiying to open tlie re- 
frigerator. I envision the fail- 
ure modes for some tasks to 
be quite entertaining, 

When I’m not interacting 
with Kitty, it will choose new 
tasks and skills for itself to 
learn (how fast can it get 
from point A to point B, 
what’s the highest thing it 
can jump up on, etc.). After 
booting Kitty up in a new 
environment, the first task 
it will work on is mapping 
out ail the available AC out- 
lets (using visual and RF 
sensors). 

One day, after I retire, I 
plan to build something like 
this. Really. 


domi/.ed campaign game. ... 
Cliinon America Corporation, 
a manulacturei- of CD-ROM dri- 
ves and other computer compo- 
nents, has begun to manufacture 
stei'eojnic glasses for use with 
comjxiters under the name Cy- 
berSliades. CyberSluides will come 
bundled \vith an interesting pro- 
gnim called Dri’iii Dwellers, a 
g<ime that causes )’oti to I’eel like 
you’re j)laying DOOM inside a 
ViewMaster. as well as other 
games. ... Amtex, known for its 
line of pinball games and its 
fishing program, is broadening 
its line to include: Precision Ar- 
I’ROACii, a detailed landing sim- 
ulation for the space shuttle; 
ATP !TD (hcM’itics Ex'I'ension, 
an expansion of SubLogic’s 
ATP: Air 'Fransport Pii.ot 
game with more up-to-date 
grajjhics; and Saii.ing Simuia- 
■fOR, a sailing simulation for 
smaller (non-America’s Cup) 
crait that IcHjks detailed in spite 
of its dated gmphics. ... Take 2 
Software w'rapped their film 
shoot I'or Ripper at the end of 
June. Mollywood star Karen 
Allen (Raided of the 1ml Ark, d?»'- 
mai House) dici 128 aimera set- 
u])s in one day, and screen 
veteran Burgess Meredith did 
GO in one day to speed produc- 
tion. ... Remember Prodigy’s 
grand exjjei'iment in multi-play- 
er gaming in 1992? Ni'Xr Presi- 
dent? Next President allowed 
hundreds ol' gamers to partici- 
pate in a simulated presidential 
election (iom pre-primaiy sea- 
son through the November elec- 
tion. Now, developer Crossover 
Technologies and Scholastic 
Software are putting a Nex t 
Pre.sidexi' l()r the ‘96 election on 
their new Scholastic Network 
via the Intemet. 


Q U T 1 0 nU 


Will Wright isn’t an ordinmy 
game desig)ier (if there is such a 
thing). The genius behind SiM- 
Crir got involved with program- 
ming because of h'ls fascination 
with robotics. When he realized 
that the gjmlest challenges in ro- 
botics were .software-related, he 
turned to computers in earnest. 
He still builds robots for a hob- 
by — he just finished something 
called “Kitty Puff Puff" for the 
RobotWar coynpetition in San 
Francisco — which may have 
.something to do with his answer 
to the 64 Gigabyte Qiiestion: 
what kind of gome would you 
like to design given unlimited re- 
.sources? 

My ultimate game would 
not run on a desktop com- 
puter but rather in a small 
(cat-sized), fast, agile robot. 
'I’liis robot (let’s call it Kitty) 
would exhibit highly adaptive 
behavior and respond (and 
adapt) to my verbal feedback 
(positive and negative). 

Hardware: Pneumatic ac- 
tuators, high current seiwos 


and perhaps “memory met- 
als” would provide the loco- 
motive forces for Kitty. 
Sensor systems would be veiy 



extensive including: visual, 
sonar, RF, laser-ranging, au- 
dio (with adaptive voice- 
recognition), taciile and 
thennal sensing capabilities. 
Power consumption will be 
too high for current batteiy 
(or fuel-cell) technology; 
therefore, I-uity will store en- 
ergy in a flj'wheel/capacitor 
sub-system and recharge by 
plugging into an AC outlet 
for a few’ seconds every 1 5 
minutes or so. 

Considerable processing 


26 COMPUTER GAMING WORLD • AUGUST 1995 


Take a multimedia journey through the life of 





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A Tribute In Time 

An Interview With Science Fiction Author Roger Zelazny 
About His Fantasy Adventure Game ChronosMaster 



Roger Zelazny, a speculative 
fiction author ol‘ tlie first 
magnitude {Chronicles of Am- 
ber, Lord of Light, Roadmarks), 
died of natural causes in June 
of 1995. He leaves a legacy of 
richly imagined worlds, vivid- 
ly drawn characters and 
pleasant memories behind. At 
the time of his death, Zelazny 
had finished collaborating 
with Jane Lindskold on an 
original story called 
CukonosMastfr to be devel- 
oped by DreamForge as a 
computer game for Intra- 
Corp. In spite of failing 
health, Roger’s work, ethic 
was such that he was planning 
a heavy schedule of public ap- 
pearances, including ojie as 
Guest of Honor at the Gen- 
Con Gaming Convention this 
August, to promote the game. 

Computer Gaming World had 
the ])rivilege of interviewing 
Zelazny shortly bei'ore his 
death. We were struck by his 
dedication to life-long learn- 


ing and his willing- 
ness to stretch his art 
beyond the conven- 
tional bounds with 
which most writers 
are familial'. We offer 
the text of that inter- 
view in memoi'y of a 
brilliant, inspira- 
tional and imagina- 
tive man. 

CGW: First, why 
did you decide to risk 
designing a coinputer 
game? 

Zelazny: To learn 
what could be done. 

I didn’t want to 
come along five 
years from now and find that 
eveiything had passed me by. 
Capstone gave me an opixn- 
tvinity, so 1 sal down and 
thought u|) a story that I 
thought would lend itself to 
this medium. My girlfriend, 
Jane, is a lifetime gainer. She 
read the story and came up 
with beautiful decision points 
that just added so much to 
the stoiy it was unbelievable. 

CGW: So, what's CiiuONOS- 
MASTiat about? 

Zelazny: ChronosMastkr 
involves a chase through a 
number of jjockel universes 
with two protagonists wiio 
misunderstand each other at 
the beginning. One wants 
vengeance upon the 
providers of ihe pocket uni- 
verses because his home plan- 
et was victimized. 

CGW: Thai sounds something 
like Philip Jose Farmer's World of 
Tiers. Any homages to Tiers in the 
game? 

Zelazny; Not directly, but 1 


am an admirer of Farmer and 
knew the concept was similar. 
In CmronosMaWifr, most of 
these guys in the pocket uni- 
verses were pretty nasty in 
their time. So, they pretty well 
cover up knowledge about 
each other’s residences and 
only a few places are known to 
each character. 

CGW: Interdimensional trav- 
el and time travel are recurring 
themes in many of your works — 
the Amber books. Eye of Cal, and 
time travel in Roadmarks. Is this 
a Miniver Cheever-esque way oj 
indicating your disappointment in 
current reality? 

Zelazny: It's simply a 
mixed bag to increase tlie 
number ol’ colorful environ- 
ments I can use. 

Lindskold: It’s because his 
imagination simj)Iy doesn’t 
hold any bounds. These 
pocket universes run the 
gamut from cyberpunkish 
high tech with Dysonspheres 
and futuristic biker gangs to 
high fantasy in its most deli- 
cate form with unicorns and 
niytholog)'. 

CGW: Is it a difficult transi- 
tion between writing a linear story 
and an open game? 

Zelazny: 1 had a computer 
game back in ‘85, based on 
the Amber sei'ies, that was 
vei'y linear. With this one, 
working with Jane and 
DreamFoi'ge, there are new 
possibilities with every new 
wrinkle in the plotline. So, 
refinements are not like labo- 
rious rewrites, and Jane helps 
with the gaming part. 

Lindskold: We wenl 

ihrotigh Roger’s first design 


together and talked over the 
differences between a story 
and the game. Roger is used 
to being aide to make a char- 
acter do anything he wants. 
In a game, that just doesn’t 
happen. 

CGW: fane, had you written 
games before? 

Lindskold: 1 had played 
Chaosium games and 
GURPS adventures. So, I 
used those modules and a 
DreamForge design docu- 
ment for another game as 
models. Working in the same 
house/office wdth Roger, I 
could always ask him how he 
would solve a given problem. 

CGW: So, ivhat is Ihe game- 
play like? 

Lindskold: It’s veiy oj)en. 
You don’t have to start at 
“A” — you can choose any 
poim. Or opt out of a tough 
universe if your character isn’t 
ready for it. I designed a lot 
of puzzles, but if a person 
doesn’t want to think, they 
can always fight their way 
through it. Of course, like in 
many of Roger’s novels, the 
combat won’t always be useful. 
His heroes have to be persons 
of both action and intelli- 
gence. 

Zelazny: That’s because 
there is a lot of moral ambigu- 
ity in the game. I think the 
longer you live and the more 
you see, the less black and 
wTite things apjiear and the 
more shades of gray they be- 
come. So, there is even a vil- 
lain who turns out to have a 
sense of honor in the game 
which he didn’t have in the 
earlier years. 


28 COMPUTER GAMING WORLD ■ AUGUST 1995 




Historical Strategy ©^ame 


I 


Interface provides detailed information on all units 


mh 


Actual screens may vary 


Experiehce u^paralled 
historical realism! 

Battleground Ardennes'^'^ is like no other 
historical strategy game you've ever 
played! With the Battleview^'^ combat 
system, you can relive crucial moments 
during the Battle of the Bulge, the most 
famous American land battle of WWII, 
Can you hold off the advancing German 
war machine? Dig in with the U.S. 1 01 st 
Airborne defending freedom from the 
Nazis at Bastogne, or ride to victory 
with the legendary German King Tiger 
tank. Take command of Peiper's 
infamous SS or lead a blistering U.S. 
counterattack to retake Stoumont. 



• Simple Point and Click Windows interface 
® Drag & Drop movement and combat 

• Realistic stereo combat sounds 
% A plethora of scenarios 

• Modem to Modem play 

• Vivid SVGA color graphics 


"Battle View” showing American defense of Stoumont against determined assuait by Peiper's troops 



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FLIGHT UNLIMITEP 

The gi'catesl cliallengc in 
trealing a liglii siinulaiion lies 
ill ci'aliing a I'calislit three di- 
mensional (light exjierienee 
on a nvo dimensional coinpiiL- 
er screen. Allhoiigh llight siins 
will never truly give you the 
experience of real ('light, 


GONE FLYIN' Life in tfie skies of Flight 
Uhlimited is gorgeous, reiaxing and 
unbeiievabiy real. 

Technologies conies as close 
as you can get. It does so by 
rendering photo-realistic ter- 
rain on the fly — at resolutions 
up to 1024x768! — and 


through its use oC advtmced 
(light modeling which calcu- 
lates air How over and under 
your aircral’t. 'I'he main inier- 
face is an FBO (Fixed Base 
Operation) building (Voiii 
which you coordinate all oC 
your air time, inclufling de- 
tailed ilighl lessons. You gel 
several colorful re- 
gions to ilv over {in- 
cluding Dinan, 
France and Sedona, 
Arizona) and 
there’s an aerobat- 
ic airplane in here 
for ei'eryoiie. 
Flight lessons will 
teach you com- 
plex acrobatic 
maneuvers, and 
a large set of obstacle 
courses will hone your skills. 
Additionally, glider fans may 
opt for being towed aloft in 
the Grob sailplane and then 
set free. These features, when 
combined with an abundance 
of camera angles, head- 
mounted displa)’ support, and 
some truly useful documenta- 
tion make Fi.iGirr UNUMiriin 


must- 
have 

and virtual pilots alike. 

Just make sure 
you have a 
HOMIlz Pentium 
for (lying in 
high-res. 

IBM CD- 
ROM, .$79.95. 

Circle Reader 
Service #393. 

Looking 
Cilass Tech- 
nologies, 

Cambridge, 

{800) 360-7455 

HI OCTANE 

Fight or night? That’s the 
defining question in Hi Oc- 
■lANK, the latest release from 
the wacky chaps at Bullfrog 
Software. Bullfrog has taken 
the beautiful graphics engine 
of M.-\('.ic Carpkt, given it 
some gravity, and turned it 
into a thrill-a-millisecond hov- 
ercraft racing/combat game. 
'Fhe feel of hovercraft control 
is perfect: momentum will 
slam your careening craft into 


CARJACKING 101 The Magic Carpet en- 
gine has been customized into a mis- 
siles-and-mayhem hot-rod in Hi Octane. 

walls on tight tuims, and you’ll 
Boat slowly down to earth after 
Jumping oil' a high ramp. The 
six courses are varied and 
challenging, and tlie cai'-to-car 
machine gtin and missile war- 
fare is intense. The standard 
VGA mode gr aphics are as im- 
pressive as Magig Carpet’s, 
and the display options even 
include a crisp Super VGA 


Fi.iGirr Untimi tki) irom Look- 




MULTIMEDIA 
CELEBRITY POKER 

“Morgan Fairchild, 
Jonathan Frakes and Joe 
Piscojro walked into a casi- 
no to play some cards. Jtre 
says t(r Morgan..." Sound 
like the lead of a Holly- 
wood joke? It's actually 
the pi'cmise behind Mgl- 
■flMEDIA CeTKIIRTTV POK- 
ER, a Windows poker 
simulation where your 
opponents are the digital ver- 
sions of the aforementioned 
actors. Wliile those looking 
for fast-hand poker should 


THREE JOKERS Vegas and Hollywood 
join decks in Multimedia Celebrity Poker. 


probably look elsewhere — 
this is not a 
20-hands-in' 

5 minutes 
kind of 
game — card 
players who 
like a litde visu- 
al spice with 
their gambling 
should enjoy it. 
Surprisingly, the 
floTv of the game 
is smooth, as is 
the digitized 
video aird sound, although 


the w^ay the player's stare at 
you between play can be a lit- 
tle unnerving. As you play 
seven standard variations of 
poker, from 5-card draw, 
deuces wild to 7-card stud, 
you’ll be entertained by your 
celebrity hosts, particularly 
Joe Piscopo, who seemed to 
have entirely too much fun 
during the filming. IBM CD- 
ROM, $49.95. Cii'cle Reader 
SeiA'ice #397. 

New World Computing, 
HoLLywooi), CA, (800) 325- 
8898 


30 COMPUTER GAMING WORLD • AUGUST 1995 



THESE JUST IN, REVIEWS TO FOLLOW 




mode, al- 
tiinugh a ve)y high- 
end Pentium (or PC) is needed 
to run it smootiily. Multiplayer 
network support is j:)rovifled, 
allowing up to eight j^layers to 
face and race each other. IBM 
CD-ROM, S59.99. Circle 
Reader Service #394. 

E!.F.r.TRO\’ic Aim, Sam Ma- 

TEO , C-l, (415) 571-7171. 

POWERHOUSE 

Coiiirol the energy, control 
the world — that’s the grim 
tliesis underlying Power- 
house, the late.st business 
sirateg)' game from ilie folks 
who bi-ought you Air Buck.s 
and Detroit. In a power- 
starved world, you and three 
computer opponents will use 
every natural resource avail- 
able (there are nine) tcj vie ibr 


LIKE A SMOKESTACK Powerhouse provides 
ample opportunites lor the pov/er- 
hungry. 

financial superiority. The 
turn-based gameplay consists 
of sending out siiivey teams to 
ascertain which regions will 
yield what natural resource 
(coal, oil, nuclear I'caction 
fuel, etc.), then building the 
means to conv'ert that resource 
into power, .^long the way 
you’ll have to deal with chang- 
ing governments, environ- 
mental disasters and 
dwindling resources, nut to 
mention hostile takeovers and 
war. With snap]iy graphics and 


lots of bells and whistles 
(live video, great sound and 
a random world genera- 
tor), this VViN'DOVVS title 
looks like it might be the 
ticket for gamers looking 
for economic kicks. W'e 
only wish network or mo- 
dem play was included... 
IBM CD-ROM, 
$69,95. Circle 
Reader Service 
#395. 

Impressions Soit- 

IVARE, CaMURIDGE, 

Ma, ( 203 ) 676 - 
9002 

WORLD 
HOCKEY '95 

“Do you believe 
in Miracles?" Anyone familiar 
with the 19S0 United States 
Olympic Hockey team does. 
And they also know the joys of 
International Hockey, which 
Merit Studios is tiying to cap- 
ture with WoRi.i) Hockey ‘95. 
Unfortunately, this hockey sim 
doesn’t even come close to 
challenging EA’s NHL Hockey 
line, or any other hockey 


game on the market for that 
matter. Poor graphics, subpar 
gameplay and a clumsy inter- 
face ail join forces to jjul this 
game out of cliampionshijj 
contention in the first round. 
Which is loo bad, since the 
game oilers some innovative 
ideas, like a training facility 
for practicing offensive 
and 


KOKEY HOCKEY World Hockey ‘95 has 
some great ideas, but never really gets 
past the blue line. 

defensi\’e skills, as well as mul- 
ti]}la)'er international tourna- 
ments. IBM CD-ROM, .S49.95. 
Circle Reader Seiwice #398. 

Mnil Stn(lio.s, Dallas, TX, 

(800)238-4277. 


THE CIVIL WAR 

Where is Ken Burns when 
you need him? The produc- 
er/director of PBS’s highly-ac- 
claimed mini-series 'fhe Civil 
War could definitely teacli 
game designers and produc- 
ers a thing or two about how' 
to pi'operly capture the scope 
of the greatest conflict in U.S. 
hisioiy. The Ci\'IL W'ar, a new 
attempt from Empire, cer- 
tainly tries to push all the 
right buttons. A huge data- 
base gives more biographical 
information than details on 
units, and Battle in the Civil 



War, a 48-page 
booklet by 
British historian 
Paddy Griffith is 
also included. 

The game itself is 
ambitious — some 
might say too ambi- 
tious. The strategic 
game requires that 
you deal with Army 
organization, supply, 
morale, blockade 
running, building 
ironclads and riverine 
units. ..you get the idea. While 
the effects ol' these options 


BEAUREGARD'S BANE There's plenty 
going on In The Civil War, but the real- 
time action can get frustrating for any 
commander. 


may be lessened, most cannot 
be turned off. All of this 
would be less of a problem if 
the game weren’t played in 
daily turns! For individual 
battles, the real-time system 
is not that different than 
Impressions' The Blue 
AND THE Grey, although 
morale is more of a fac- 
tor. And the usual 
caveats concerning the 
AI definitely apply here. IBiM 
CD-ROM, $69.95. Circle 
Reader Scr\'ice #396. 

Empire Sofiware, Gaithers- 
liURG, MD, (800) 216-9706 


AUGUST 1995 • COMPUTER GAMING WORLD 31 





Orion strode across the battle worn field to gather the 
survivors among his victorious army. After a fortnight of 
fierce combat, two of Orion's arch rivals had been 
defeated and the bounty of Tundara Castle was secure. 
By day's end his troops had been safely encamped, yet 
his thirst for vengeance raged on. Only the destruction 
of the remaining warlord. Vesper the Warlock, would 
satisfy him... after all, the ambitions of a true Hero of 
Might and Magic are not easily attained! 

• Complex Battle Scenarios • Exquisite SVGA Graphics 

• Atmospheric Sound Effects • Extensive Replay Value 

• Scores of Monster Types • Original Musical Score 


Circle Reader Service III 5! 


© 1995 New World Computing, Inc. Heroes of Might and Magic is a Ifademark of New World Compufing, Inc. 
New World Computing and its distinctive logo and Might and Magic are registered trademarks of New World 
Computing, Inc. All rights reserved- ISM screens shown. Actual screens maj; vary. [ 


P.O, Box 4302, Hollywood, CA 90078 




- 


r-i ■ 




tji • 

• -- ' ■' • - 







CCW'S 
Guide To 
The Biggest 
Fciii Season ^ 
Ever 

w 

1 1 hen.you think of autumn, .you probably 

• think of New England’s fall season with its kaleido- 

scopic panoply of foliage. In the world of computer 
games, autumn signals the annual flood of graph- 
ic plumage and crisp gafne play which begins in 
Septemb^ and continues to warm you through the 
cold winter'months. Just as moVie studios try to 
wow you with their early summer and Christmas 
releases, computer game publishers-feel it’s neces-. 
sary to win your attention. as the leaves change ini- 
order to own your mindshare throughout the rest of 
the year. • '' 

So, every year the software publishers target the 
lattef«.part of tJje year for their hottest new tech- 
nologies, most promising movie/game/book licens- 
es, and latest concepts from their top game 
designers. The fourth quarter of each calendar year 
is considered a “make or break" fiscal. quarter for 
‘ most companies, arid shipping by “Christmas at 
the latest" is the heartfelt desire of every developer. 
Of course, not all of the “Christmas’’ products ac- 
tually become available for that special "unSfi- the 
tree” delivery service, birt nearly every software 

• company shoots for the holiday season. 

This month, we forecast the upcoming Fall and 
Holiday seasons with our annuai'sommer coverage- 
of computer games in development. This is, to our| 
knowledge, the biggest avalanc|ie of new game ti- 
ties ever. So, a's an added bonu's, we.decided to 
choose our favorites for the Top Ten computer 
gam'es-expected.td ship between August and De- 
cember of 1995'and describe them in the accom- 
panying story, as well as offer a few short 
descriptions of trends within the hobby. We hope 
%^u'il find them as interesting as w^do.- 

^ V-.. 


I 



Pinball wizards, virtual video, car crashes, 
space debris and cool 3D will pave the way for 
computer game action during the coming months. 
Judging by how much larger this section is than all 
the others, this Fall should produce a bumper crop 
of action titles for grinning reapers. 

The 3-D Scene: Of course, when you think of ac- 
tion, you probably think of 3-D. And when you think 
of 3-D, your mind turns to DOOM. For you hard-core 
DOOM fanatics, DIZone 2 from WizardWorks 
should be dishing up 1,000 new levels for DOOM 
and DOOM II shortly before this issue hits the 
stands. A new interface will let bloodthirsty DOOMi- 
nators change skill levels, challenge another player, 
select turbo, accelerate monsters, start levels with- 
out monsters, respawn them, and more. And, if 
Deathmatch is your bag, keep your BFG aimed at 
WizardWorks’ DIMatch, their latest offering of 500 
new levels for DOOM and DOOM II that lets you 
practice your meat tenderizing on three unsuspect- 
ing friends. 

In case you’re still not DOOMed, GT Interactive 
plans to take care of that by releasing a retail ver- 
sion of the original Doom, complete with a brand 
new level. Thy Flesh Consumed. The package will 
include five free hours on 
DWANGO, the multiplayer game 
system. They also plan to re- 
lease Maximum Doom, a collec- 
tion of lOOO-t- new levels for 
Doom and Doom II created for 
the most part by fans of the 
game. 

If that’s still not enough, 
consider Capstone’s Witch- 
Haven, a very close sibling of 
Raven Software’s Heretic. This 
violent, first-person action 
game is set in a fantasy uni- 
verse ruled by a coven of witch- 
es who must be eradicated from their lairs. As the 
player slaughters the witches’ hordes, they gather 
more power and more powerful weapons to do yet 
more of the same. 

Of course, the game many action fans want to 
know about most is id Software’s Quake, the 
spiritual sequel of Doom, id is still being very 
secretive about this one, though they have 
shown us some of the technology. Quake will be 
set in a true 3D, high-res environment. The col- 
oring and lighting effects in the gothic environ- 


ment are beautiful, but the true measure of this 
game is in the gameplay, which we haven’t 
seen. Yet, if id can make the environment as 
immersive and haunting as Doom, this could be 
yet another mega-hit. 

Delphine Software, the French creators of the 
side-scrolling action game Fiashback, have discov- 
ered the third dimension in their spin-off. Fade to 
Black, In the new game, the violent, far-future 
world of Flashback has been rendered in full 3D to 
create something like a SF version of Alone in the 
Dark, Players will battle hideous creatures with 
their lasers; view the mayhem from many shifting 
camera angles; and manipulate plenty of high-tech 
gadgets to solve object-oriented puzzles and add 
new cinematic splash. 

Of course, DOOM-style games aren’t the only 
types of 3D action games that grab gamers. Bull- 
frog Software has already gleaned great success 
from Magic Carpet and is developing two new 
games in that vein: Magic Carpet II: The Netherworlds 
and Creation, a Magic CARPET-style game that un- 
folds under the sea. The sequel includes under- 
ground and night levels, as well as new creatures, 
spells, landscape effects, and extended level goals. 


The undersea game has terrific graphics that give 
you a real sense of being submerged. Pius, Cre- 
ation’s gameplay looks to be hot and heavy, with 
network play as a key feature. Indeed, net play ap- 
pears to be a key element in Bullfrog's product 
strategy across the board. 

For something completely different, the Bullfrog 
team is working on a veiy exciting project called The 
Indestructibles, In this game, players will create 
their own superhero— determining physical and 
mental attributes, designating home town, etc, — 




AUGUST 1995 • COMPUTER GAMING WORLD 35 






and 

then bash 
their way 
through a 3D cityscape 
from a first-person perspec- 
tive. The cities/battlegrounds are very detailed, with 
realistic traffic patterns, pedestrian traffic, and ail 
sorts of objects like tamp posts and mailboxes to be 
used in combat with a superviliain. Eight-player 
network play is the goal for this ambitious project. 

Naturally, supervillains aren’t the only opponents 
who can create havoc in an urban environment. Can 
you say, “Japanese monster movie?” Fans of the old 
Japanese monster movie genre will find two prod- 
ucts stomping their way later this year. One is 47- 
Tek's Go-Man Team 47, a giant monster fighting 
game in true 3D that pits different hero robots 
against menacing Japanese monsters. The battles 
will take place in several full-fledged city environ- 
ments including San Francisco's Golden Gate Park 
and a futuristic downtown Tokyo. Another is Monster 


Island from Magnet Interactive (now distributed by 
Zflth Century Fox Interactive), a 3D action/strategy 
game where up to eight players compete in at- 
tempting to become the Godzilla of the Net in the 
tradition of the classic Crush, 

Crumble and Chomp. 

Some other 3D titles seem to 
be enhanced versions of old 
friends. Chaos Control (devel- 
oped by 1-Motion for Philips 
Media) looks something like 
Simutronics’ CyberStrike, ex- 
cept with more detailed 30 vil- 
lains and, not being hampered 
by network latency, a faster 
frame rate. Fans of Interplay’s 
Descent may enjoy Virgin’s Zone 
Raiders. This game features 
similar 360-degree movement and network play, but 
adds mission-based challenges to futuristic out- 
lands known as zones. Argonaut’s Auen Ally, pub- 
lished in the U.S. by Philips, is fully rendered 30 
action in the style of Interplay’s Cyberia. Alien Ally 
also features an interesting di- 
mension as you try to decide 
whether to trust the alien you 
encounter or not. 

From the designers of last 
year’s action/adventure hit, Ec- 
STATiCA, comes Psygnosis’ Urban 
Decay. It uses an enhanced, 
SVGA version of the Ecstatica 
engine, and it looks fantastic. 
Your character blasts his way 
through a dark-future New York 
and a thin sci-fi storyline. 
Buckets of gore and quick-draw 
machismo should have action 


gamers dancing to a semi-automatic beat. Also, the 
next Lemmings game will take away the familiar side 
view of the action and replace it with a full 3D envi- 
ronment where players can look at the puzzles from 


any perspective they choose, even a first-person 
Lemmings view. The level puzzles will be in the 
same vein as previous games, but will take on a 
new character. Our concern is that the simplicity of 
the original might be lost in the new 3D complexity. 

Vehicular Manslaughter: This fall, the store 
shelves at your local software shelves may be an ex- 
aggerated version of LA.’s freeways from a few 
summers back. Southern California’s freeways be- 
came notorious for freeway shootings during that 
summer. To gamers, it reminded us a lot of Steve 
Jackson's Car Wars boardgame where you arm your 
vehicles and proceed to terminate everyone else’s 
transportation with extreme prejudice. Origin Sys- 
tems, publishers of Autoduel (the original computer 
version of Car Wars), is thinking about an updated 
version of Car Wars, and Apogee is considering a 
monster truck game with weaponry. While you wait, 
though, you can still be trading bullets and more 
potent missiles with your fellow drivers in games 





In sifting through the upcoming autumn 
avalanche of games, we polled the entire 
staff on the upcoming games which we are 


Allied General (SSI): If there was anything questionable 
" about the progenitor of this game, Panzea General, it was taking the per- 
spective of the Nazi General in the title role. Nonetheless, the game of- 
fered terrific graphics, a unique role-playing aspect to its campaign game, 
solid play balance, exciting sound effects and e-mail play. Auied General 
promises all the play value and chrome of its predecessor with new units 
and a “freedom-loving" perspective. 


most looking forward to playing. By having 
two rounds of voting and using the college 


football poll system, we came up with the 
following “Top 10," presented in descending 


The 


CGW 


36 COMPUTER GAMING WORLD • AUGUST 1995 





with names like Maximum Roadkiil, Screamer, Dead 
End, Rapid Assault, Destruction Derby, and Twisted 
Metal 

Psygnosis’ Destruction Derby, a multiplayer rac- 
ing game where the object is to smash or be 
smashed, is essentially the old Saturday night 
speedway event. The graphics look terrific, and the 
gameplay will be bruising, especially with several 
humans going bumper to bumper on a network. 
WipeOut is another networkable combat/racing 
game from Psygnosis, but set in a future milieu. 
Players will battle over 10 tracks using 8 different 
craft and 9 weapons. WipeOut will offer league play 
options for extended multiplayer competition. Also 
in the multiplayer vein is Assault Rigs, sometimes 
described as a filled-polygon version of Spectre. In 
Assault Rigs, players pilot tanks within a maze and 
blast each other with a variety of projectile 
weapons. 

Sony will counter with Twisted Metal, a vehicular 
gladiatorial combat game designed by SingleTrak 
Software. The game, which allows you to climb up 
from the training arena to the killing fields of urban 


streets, will originally appear on the Playstation, 
EA’s calmer race game is Road & Track; The Need For 
Speed, a non-violent game where you drive exotic 
sports cars like the Lamborghi- 
ni Diablo, Dodge Viper, Porsche 
911, and others in head-to- 
head modem play and solo 
competition. 

Automotive assault fans 
should also watch out for 
Screamer, a Ridge RACER-style 
game from Virgin where you 
race through an urban environ- 
ment, and Maximum Roaokill 
from Take 2, where you play a 
cyclist of death out to kill your 
opponent. 

Finally, don’t forget French 
developer CRYO’s 3D rendered racing game. Dead 
End. Published by Philips Media, this is a car chase 
game to the death that suggests what a driving 
test for James Bond ought to be like. So, there cer- 
tainly ought to be plenty of screeching tires and 
catastrophic car crashes for ac- 
tion gamers before the end of 
the year. 

Virtual Video: Two thrillers 
and three space operas will 
point the way for action games 
with full-motion video. Philips' 
Thunder In Paradise uses footage 
from the television show (an 
episode entitled "The M.A.J.O.R. 
and the Minor") to integrate in- 
teractive movie segments with 
arcade-style sequences. Mean- 
while, Capcom has hired a for- 
mer James Bond, George 


lazenby, to perform in Fox Hunt, an interactive spy 
thriller which uses streaming video to handle its 
fast-moving action sequences. 


In space operadom. Origin Systems Is currently 
hard at work shooting the cinematic footage that 
will provide segues during Wing Commander IV. The 
Christmas release will bring back the same star- 
studded cast to the familiar universe. The cinemat- 
ics are being shot on 35 millimeter film to slightly 
improve the look on the PC and to take advantage 
of the Sony Playstation’s advanced color palette on 
that version. It will also use more physical sets than 
Wing III In order to enhance the visual texture. 

At LucasArts, Vince Lee hopes these are the 
droids you’re looking for as he films Rebel Assault II 
with full-motion video (FMV) sequences of actors in 
actual Star IVars costumes, including old Dark Hel- 
met himself. The FMV sequences give the game a 
Star Wars movie look and help tie the game’s 15 
different levels together. In addition to flying Rebel 
fighters through elaborate levels, gamers will get to 
shoot at real-looking Storm Troopers and buzz 
through a boggy terrain on speeder bikes. Best of 





I Conquest 
' os THE New 
World (Inteiplay); 
Promising near-endless 
variety, strategic plan- 
ning with economic un- 
derpinning and tactical 
battle sequences which 
graphically put other 
"mlniatures-like" battle 
scenes to shame. Con- 
quest OF THE New VlfORLD 
may well be a strategy 
gamer’s dream game. 
Naturally, the proof is in 
the play-balancing, but 
we think this may well be 
the sleeper hit of the fall 


9 CivNbt 

* (MicroProse); . 

What can we say? , 
You asked for it. You |B 
got it. CivNet is the ■■ 
multiplayer version of 
Sid Meier’s Civilization. SB 
With capacity for both 
Piay-By-Emall (PBEM) J 
and network play, this 
new approach to ' " 

Meier’s design will of- 
fer new opportunities 
for diplomacy and double-cross. 


4 Quake (id Software): Everyone is anxious to see whether Quake will offer 
the same seismic bang for the buck as its predecessor, Doom. If graphics are 
any indication, the gothic setting may well envelope gamers in a gaming environment 
that is even richer than Doom's. We're definitely impressed with the art and lighting ef- 
fects we've seen, but unfortunately id hasn't released screen shots yet. 


AUGUST 1995 • COMPUTER GAMING WORLD 37 






all, 

you’ll be able 
to sai'ethe game 
after each level. 

Finally, in Digital Picture’s 
futuristic action/adventure game, Maximum Surge, 
your 21st centuiy protagonists will have to use both 
their blasters and their minds in order to survive. 
Yasmine Bleeth (of Baywatch ime) and Walter 
Koenig (Chekov in the original Star Trek series) will 
co-star in the game. 

Space Blasters: In the early years of computer 
gaming, space games were a staple. So, it's not 
surprising that there were games like Atari’s fa- 
mous Star Raiders and games based on science fic- 


tion author Fred Saberhagen’s Berserker, it is also 
not surprising that both are getting new looks from 
new publishers. Interactive Magic will pay homage 
to the Atari 2600 classic with Star Rangers, a tradi- 
tional first-person space combat game where play- 
ers will race around a collection of space stations, 


defending them against out- 
side aggressors. The Berserker 
game will feature Super VGA 
graphics and a detailed astro- 
nomical model. Players fly 
space combat missions 
against the mechanoid alien 
threat of Saberhagen’s uni- 
verse and fight hand-to-hand 
in DooM-like boarding se- 
quences. The light-sourced 
and texture-mapped hi-res 
graphics look great, and 
should run quickly as well, es- 
pecially with graphic accelerator cards. 

Bethesda Softworks will soon unveil 10th Planet, 
a networkable space shooter developed in conjunc- 
tion with Hollywood special effects 
house Centropolis (Stargate, Uni- 
versal Soldiei) that reverses a com- 
mon graphic trend. Instead of the 
ships’ textures being more detailed 
at a distance and pixellating as you 
close range, the ships’ textures get 
even more detailed as you close. Mi- 
crosoft’s Fury^, a Windows 95 
game where players duck and 
dodge a horde of enemies while 
making attacks on ground installa- 
tions with their futuristic aircraft, 
uses the same graphic engine as 
Apogee’s Terminal Velocity. The two 
games are nearly identical, except that Terminal Ve- 
locity will offer network play and will not be Win- 
dows 95 compatible. In addition. Virgin and Orbital 
Studios will present a space game called Alien Al- 
liance that could surprise a lot of gamers. It is a 
space combat game in the X-wing and Wing CoMfAAN- 


DER traditions, but it has a much more robust struc- 
ture to it. Gamers will work their way up through the 
ranks of a space navy, starting with wingman and 
working up to fleet commander. Each stage will 
give the player more power to direct the war as they 
see fit. 

Those who want to keep their futuristic battles 
on the ground may opt for Warner Interactive’s 
fast action tank-style "combat simulator" adapted 
from their coin-op hit, T-Meks. The game places you 
into an arena of baddies vying for the title. Modem 
play and possibly network play will be supported. 
Another option, for those who enjoy Activision’s 
MechWarrior II stand-alone, is the full set of net- 
work options that allow LAN players to square off 
against each other. Net-Mech, an add-on package 
for MWIl with support for up to eight players, will be 
released early this fall. 

Heavyweight Fighters: Since the action genre was 
virtually built upon fighting games, it’s appropriate 
that there are plenty of new ones expected in the 
Fall. Capcom is adapting their mega-hit. Street 
Fighter, for two new venues. Super Street Fighter II is 
a new animated contest for the PC, and Street 



e Caesar 1 1 (Impressions): The original Caesar had plenty of game- 
^ play to offer, but some gamers thought the graphics were less than inviting 
and that the “SimRome” economic model needed to be tied closer to mili- 
tary/historical considerations. Those objections are definitely met in Caesar II. 
Each potential edifice is rendered in incredible detail and the game feels less like 






g. TFX-2000 (Ocean): TFX showed us that Ocean could build a sim- 
^ ulation, as well as the action games for which they were previously well- 
known. This latest product, based on the NATO Eurofighter 2000 takes it 
over the top. The flight model and instrumentation is significantly more accurate 
than the earlier version of the game and the hl-res terrain steals the show. 


3B COMPUTER GAMING WORLD • AUGUST 1995 







Heart-thumping terror 



UNFOLDING IN SUSPENSE-FILLED 

CHAPTERS, COMBINING THE BEST OF 

CLASSIC HORROR AND MODERN 

PSYCHOLOGICAL THRILLERS. 

Blending the talents of 

RENOWNED ADVENTURE CAME WRITER 

Roberta Williams 

AND THE most ADVANCED 

DIGITAL EFFECTS EVER, 

Phantasmagoria 

CREATES an EXPERIENCE SO 

STARTLINGLY REAL, 

you'll live this INTERACTIVE 

NIGHTMARE AS IF IT WERE 


YOUR VERY OWN. 




F VWuf 
■ Awaits on . 


VISIT YOUR LOCAL SOFTWARE DEALER, 
OR CALL 1-800-757-7707. 


Circle Reader Service M120 
© l■)')5 Siwn On-Line, Inc, ncllcviic, \VA !)8lili7. 
All riKliK rcscivcd. ® anil doiiHiialc iindcmark' 
ol, or licensed m Sierra On-I.ine, Inc. 3 


Fight- 
er: The Movie 
is a Sony PSX 
product that takes ad- 
vantage of the machine’s su- 
perior capacity for handling video. 

At the same time, GT will put the moves on the 
fighting game market with Mortal Kombat 3, a faith- 
ful translation of the coin-op hit. The third 
game in the series will offer eight new char- 
acters, two new bosses, new backgrounds, 
and network/modem play. Another coin-op 
port is Warner Interactive’s Primal Rage, the 
highly acclaimed head-to-head fighter that 
pits prehistoric creatures against one an- 
other. 

Epic Megagames will release the sequel 
to One Must Fall, the fighting robot game 
that surprised the action game world last 
year. The sequel will offer more detailed ro- 
bots, extra moves, a parallax scrolling back- 
ground and five or six new 'bots. This game 
is Epic's intermediate step toward a full 3D 
fighting game to follow in 1996. 

Pinball Wizardry: 21st Century made its 
name through a strong line of pinball 
games. The company’s new Pinball Worlo 
combines 20 thematically distinct pinball 
games Into one, giant, contiguous pinball 
adventure. Pinball World features lots of ar- 
cade-style subgames and enough connect- 
ed tables to give pinballers more than a few 
quarters worth of fun. 

Empire Interactive has their own inter- 
esting take on PC pinball. Pinball! is a 3-D pinball 
game played from the player’s-eye perspective (you 


can see the whole table from a 3/4 view). The “cam- 
era” will zoom around the table and follow the ball 
(a neat effect which certainly won’t help your score), 
and there will be a "dot-mation” display on the 
scoreboard that will show bonus animation and pro- 
vide for bonus video game sequences. 

Virgin is also entering the pinball decathlon with 
Hyper 3-D Pinball, a beautiful looking game with six 
different tables and a choice of 2D or 3D perspec- 
tives for each. Epic Megagames will follow their pin- 


ball success with Extreme Pinball, a collection of four 
tables; Medieval Knights, Urban Chaos, Rock-Mak- 


ers, and Monkey Mayhem. The tables will be of the 
familiar scrolling variety with a few extras including 
"dot-mation” animation at bottom of screen, and 
music videos playing on the table of Rock Makers. 
Look for Extreme Pinball to be released through Elec- 
tronic Arts this fall. 

Traditional Fare: In a more traditional vein for ac- 
tion games, Activision’s Pitfall Harry sports lush 
graphics and surprisingly authentic gameplay. It 
looks just like the SNES version, a platform game re- 
make of the old Atari 2600 classic, but is 
much longer and allows you to size the play 
window to add to the challenge if you become 
too expert. 

Acclaim, a fixture in action on the video 
game side, is promising a host of new titles, 
most being console-based ports. Alien Trilogy 
looked more complex than the usual side- 
scrolling action game and features graphics 
that put it up a notch. The company is also 
using their strength in licensing to unleash 
Batman Forever and Judge Dredd as standard 
platform games. 

Fans of Jazz Jackrabbit, the cute side- 
scrolling action game from Epic Megagames, 
should be delighted to learn that a sequel is 
in the works. The next game will feature Jazz 
and a new character, Spaz, Jazz’s whacked- 
out brother. The character sprites will be 30% 
larger, and the animation, created by tradi- 
tional animators, will be superb. Look for the 
sequel as a Windows 95 product this winter. 

Microsoft’s Return of Arcade is a collection 
of much-loved coin-op arcade games from 
the 80s, including Pac Man, Dig Dug, Pole Posi- 
tion and Galaxian. These games will all appear 
in Win 95, faithfully recreated in all their glory. 

Perhaps the most stunning action game, however. 




Q Dungeon Keeper (Bullfrog): If there is one thing that Bull- 
^ frog has done well throughout its history, the developer has been success- 
ful at getting gamers to look at situations from new perspectives. From the 
Legoland look of the original Populous to the 3D volcanoes of Magic Carph, the 
minds at Bullfrog have challenged us with new ideas and visual approaches. Now. 
instead of tour- - , 

'"8 


H Top GuNtSpectrumKoloBytefiTheinteractivemoviewrappingthat 
' surrounds this entry level flight simulation is somewhat Wing CoMtuMOER-es- 
que since these cinematic story segments set you up for each mission. Yet, 
the flight simulation itself is an attempt by the noted sim publisher to introduce 
everyman to the exciting joys of instant combat. 


halberd in hand, 
gamers wilt find 
the armor on 
the other torso 
as they try to 
defend their 
dungeons from 
would-be he- 
roes and hero- 
ines. 

Fascinating... 


a2 COMPUTER GAMING WORLO • AUGUST 1995 








I or decades, the A-IV GfoupTfias enjoyed unparoliel^ 

f* growth. But now, their\C.E.O. has disoppSire^^oniH 

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In Assodation With 







Origin Systems’ Crusader: No Remorse 


will 

be Virgin’s 
Heart of Darkness, 
a Prince of PERSiA-style 
side-scrolling game with in- 
credible graphics. You play the role of a young boy 
pulled into a nightmare world of his own imagina- 
tion. The gameplay is similar to other side-scrolling 
titles, but the action and visuals are terribly imagi- 
native. Add the best animation we've ever seen on a 
PC to the mix, and we may have an action game 
mega-hit on our hands. Keep your eye on this one 
late this year. 

Strategy And Panic: Looking Glass Technologies, 
the techno-wizards behind System Shock and Flight 
Unlimited, are applying their 3D skills to a game of 
tactical man-to-man combat, Terra Nova. Players will 
personally control one member of a three-person 
squad, while giving "wingman” orders to the other 


their squaddies with 
three types of battle- 
suits, determine their 
combat attitude, and 
lead them into combat 
on beautiful “voxel" 
terrain. Terra Nova will 
come with 40 scenar- 
ios plus a scenario 
builder. 

CRUSADER: No RE- 
MORSE is the first 
game in a new line of 
action products from 
Origin. Crusader is a 
mission-based action 
game where players 
assume the role of a 
Silencer, an elite killer for a consortium of corpora- 
tions, who breaks away from his day job in order to 
join the Resistance. The 
missions take place in 
a 3D world seen from 
an overhead perspec- 
tive, and the player 
must run, crouch, 
jump, roll, and blast his 
way through waves of 
evil. Ninety minutes of 
full motion video are 
thrown into the mix for 
flavor. 

Virgin also has a 
game that blends stan- 
dard arcade fare with 
elements of strategy 
and adventure. Agile 


IWarrior: F-lllX is a shooter that puts you in the 
cockpit of a hybrid aircraft and sends you off to vari- 
ous global hotspots to solve one mission after anoth- 
er. Agile Warrior: F-lllX will appear first on Sony’s 
PSX and then the PC. Another exciting concept is 
Bullfrog’s upcoming Dungeon Keeper. Players assume 
the persona of an evil creature protecting his lair 
from square-jawed, straight-laced good guys who 
want to steal your treasure almost as much as they 
want to rid the world of your evil. Players hire crea- 
tures, create traps, determine treasure hoarding 
sites, and place them strategically around their dun- 
geon. You can jump to any creature and fight from a 
first-person view. Management of evil creatures will 
also be key, as players must maintain creature loyal- 
ty by playing off of greed or fear, i.e. you have to ei- 
ther bribe creatures whose loyalty is flagging or hold 
ritual sacrifices to keep them in line. Bullfrog is 
shooting for 32-player(!) net play on this one. 


Virgin Interactive’s Heart of Darkness 



H Magic: The Gathering (MicroProse): We are curious 
” to see if the table game phenomena of the ilecade will translate well to the 
computer milieu. As observed in our June cover story, the computer game 
will have an adventure game wrapping which serves as a tutorial, as well as offer 
access to a broader on-line world of competition and reputation. 


IQ The Elgbr Scrolls: DAGGERSALLtBethesda): 

^ ^ If Daggerfall's story even measures up to half the new role-playing aspects 
and significantly enhanced visual appeal, it will far eclipse its successful 
predecessor. The Elder Scrolls: Arena. Character advantages/disadvantages, alchem- 
ical laborato- 
ries, object- 
oriented pos- 
sessions and 
customizable 
characters are 
just part of the 
new improved 
package. 


That’s the Top tO from the CGW Editors. Now, it’s your chance. Participate in our 
week-long ZiffNet event on CompuServe, August 12-18, and vote for the games you 
are most anxious to play this fall. 









f 


m 

jvi ^ \ iS 

i 1 i 1 

n XI W 

i El ^ U 1 


aa COMPUTER GAMING WORLD • AUGUST 1995 







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Circle Reader Service ff153 


WE'VE HYPED 




ffllNgl 

[seasonidifj 
fftatfentuiig 


Medieval fantasy, a perennial in the garden of 
adventure gaming, will still be a presence in the lat- 
ter part of 1995, but supernatural detectives, real- 
world thrillers, gothic horror, time travel, sci-fl 
scenarios and cartoon heroes seem to be the order of 
the season. 

Supernatural Sherlocks: Jane Jensen, the creator of 
the schattenjager (supernatural hunter) Gabriel 
Khigkt for Sierra, has written another terrific story 
where you are not quite certain where the supernat- 
ural ends and the psychological begins. Gabriel 
Knight 2; The Beast Within uses photographed back- 
grounds with video-taped actors to convey the sus- 
pense when the schattenjager returns to his 
ancestral homeland, Germany. Another blend of su- 
pernatural and psychological occurs when 21st Cen- 
tury breaks out of the pinball mode and sets 
Synnergist in the near future. Tim Machin is a re- 


porter investigating the death of a friend. As Tim, 
you begin to be visited by dark visions and end up 
experiencing a rich fictional world in the "Sierra- 
style” side view. There will also be FMV scenes sprin- 
kled throughout this game which is expected to 
implement a workable branching stoiy structure that 
could lead to several different endings. 

Vic Tokai taps into the supernatural, as well, with 
SiLVERLOAO, a point and click "vampire western” 
where you visit a ghost town in the role of a super- 
natural bounty hunter. Another approach to the su- 
pernatural detective is in Electronic Arts’ Psychic 
Detective. It’s an FMV game where players take the 
role of a P.l. with the power to jump into other peo- 
ple’s minds. Naturally, said P.l. must use that power 
to solve a grisly murder. The game features visual 
effects that look almost pinched 
from MTV, but the gameplay 
may not meet the needs of expe- 
rienced adventurers. 

The most ambitious detective 
project, however, has to be Rip- 
per from Take 2, an FMV pro- 
duction with a $2.5 million 
budget. With Karen Allen, 

Burgess Meredith and Christo- 
pher Walken in the cast and a 
soundtrack by Blue Oyster Cult 
(Don't Fear The Ripper, indeed!), 
this horror game seems to cap- 
ture gothic and cyber at the 
same time. 

Interplay’s NetRunner won’t ship till early next 
year, but it looks like sort of a cyberpunk Twin Peaks 
with a Robin Hood twist. Finally, though it isn’t a su- 
pernatural detective, SameTek opts for a gumshoe 


spoof with Sham Spade, a satire with somewhat lower 
production values than Under A Killing Moon. 

Welcome To My Real World: Real-world adventure 
seems to be garnering more interest among adven- 
ture game designers. Sierra’s latest Pouce Quest fea- 
tures SWAT team tactics and is a mixture of 
puzzle-solving and small unit tactics. Again, former 
LA. Police Chief Gates and former Cops producer 
Tammy Dargan are designing the game with cooper- 
ation from the L.A.P.0. 

Activision opted for "spooks” over “cops” in The 
Great Game, a high-tech spy adventure which the 
company is developing in conjunction with ex-CIA 
big cheese William Colby. The game was shot in 
35mm film, and gameplay will involve point-of-view 
navigation through photo-realistic environments, a 


Sierra On-line’s Gabriel Knight 2; The Beast Within 


strict, non-looping conversation system, and puzzles 
that involve high-tech gadgets like spy satellites, 
wire-tapping, and photo manipulation technology. 

Cartoon Cut-Ups: Virgin’s Toonstruck features the 
digitized video of Christopher Lloyd as a Saturday 


Little Shots Os Horror 


G othic horror fans will find Mary Shelley 
Walstonecraft's ghost hovering over the 
industry, as interplay unleashes Franken- 
stein. Appropriately subtitled Through the 
Eyes of the Monster, the game lets you view the 30 
world without the benefit of memory or experiences 
(you are, after ail, freshly resurrected from the 
dead). If the plot really turns on the ethical and 
moral choices which the designers are describing. 
Frankenstein should be a winner. 

In some ways we feel like Builwinkle in the old 
Rocky cartoons ("This time fer sure!”) when we 
write about the next two games: Phantasmagoria and 
1 1th Hour. Both were expected no later than last fall 
season; both have yet to ship as of press time. 
Roberta Williams' Phantasmagoria features some new 
wrinkles in the Sierra graphic adventure interface 


and an eerie game atmosphere that vividly cap- 
tures the Shirley Jackson house-possessed 
flavor of the story. Trilobyte's 11th Hour is f 
the sequel to The Tth Guest and offers much f 
better video and a significantly better f 
sense of story/suspense/pacing than its f 
best-selling ancestor. ff ■ , 

Finally, we are extremely curious about a 
The Dark Eye, a graphically rich adven- f . 
ture game from Inscape, a new player mamJ^ 
in the gaming world. Animator Doug 
Beswlck iBeetlejuice, Aliens, Bumb/i 
has added his stop-frame animation l>Uerpi^ 
talents to the 3-0 rendered worlds 
of this Poe-inspired macabre adventure. Adding 
further spice, William S. Burroughs contributes his 
voice and Thomas Dolby his musical talents. 


ae COMPUTER GAMING WORLD • AUGUST 1995 










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Circle Reader Service H87 






LucasArts’ The Dig 


...continued from page 48 

White Wolf and BT Interactive will be 

teaming up in the release ot Vampire: 

The Masquerade, an adventure game m . 
set in the gothic universe of White m . 

Wolf's hit people and paper role- ■ ^ 

playing game. Players become ^ m '‘S 

vampiric talk-radio DJ in a Kew 

York gone amuck, searching for m 

the knowledge that leads to more ■ 

power and survival. The game m ^ 

will feature traditional adven- 

ture-style gameplay along with 

some full-motion video ^^-line’' 

footage and a branching story structure 

that will lead to multiple endings and, ideally, re- 

playability. 


what its immortal inhabitants require in order to re- 
turn them to Earth. Although George Lucas’ Industri- 
al Light & Magic created several of the game’s 
special effects, the animated characters look a bit 
dated in the style of an earlier Sierra game. 

New player Magnet Interactive will offer a 3-D 
rendered space station with incredible visuals and 
on-screen performances by StarTrek: The Next Gener- 
ation's LeVar Burton in their Bluestar. Bluestar is the 
eponymous name of the story’s space station where 
players will be able to assume the identity of a dol- 
phin who is a computer programmer. 

Finally, while not space-oriented, sci-fi themes 
will permeate both Capstone’s TekWar and Virgin’s 
Blade Runner (probably not available until 1996). 
TekWar is an action/adventure game set in William 
Shatner’s near-future Los Angeles. Players take the 
role of an agent seeking to break up a ring of narcot- 
ic-dealing gangsters. Although TekWar uses first- 
person, DooM-style technology, it won’t be all 
shoot-to-kill. Using strategy and stealth, the player 
will be able to get through the game’s missions with 
a very low body count. Blade Runner will be based on 
the universe of the movie and will allow players to 
assume the role of a bounty hunter in 2019 who has 
been hired to search out and destroy a terrorist 
group of sentient robots who have seized a space 
shuttle. 

Khight Moves: A recent graduate from the school of 
Sega Genesis game development. Scavenger (Red 
Zone, Subterannia, X-men and Batman Forever) offers a 
treat for PC owners. Into the Shadows is a medieval 
romp which takes place in a sophisticated 3-D 
graphic environment. Players must find magic 
weapons, solve puzzles and eradicate a necro- 
mancer's nasty minions in a rich, beautifully ray- 
traced castle, while the viewer’s perspective swivels 
around like a movie camera on a boom. 


part “software toy’’ in the SimCity sense. If Egypt is- 
n’t your nostalgic passion, Mindscape’s Azrael’s Tear 
may offer you a new challenge, it's a scientific w/io- 
du/T/f where you compete against other teams of 
archeologists in a race to grab ancient treasures in a 
beautifully-rendered neo-Aztec world. 

If you don’t have time for a full-scale excavation, 
though, there may be time for some mini-adven- 
tures. Indiana Jones AND His Desktop Adventures from Lu- 
casArts is a Windows program that creates varied, 
short games, each one playable in about an hour. 
The player controls Indy as he battles treasure 
hunters, Indians and the obligatory Nazis to rescue 
precious artifacts of ancient In- 
dian tribes. 

Space Patrol Sequels will ap- 
pear soon on 1995’s list of 
space operas for 1995. Acco- 
lade’s Star Control III is fast 
nearing completion. Designed 
by Legend Entertainment, but 
not radically changing a suc- 
cessful formula, this sci-fi ac- 
tion adventure will have all the 
features we loved and then 
some: different perspectives for 
space combat, animatronic 
style aliens, and what has been 
promised as a truly non-linear plot. Also, new player 
Vic Tokai is hard at work on the sequel to Auen Virus, 
Auen Virus II: The Hidden Agenda. 

LucasArts is finally preparing to release The Dig, 
an imaginative adventure originally created by 
Steven Spielberg for his short-lived Amazing Stories 
television series. The adventure follows a team of 
three astronauts who stumble upon an alien artifact 
that launches them deep into space. On a desolate 
planet, the player must guide the team to discover 


is sucked into the world 
of his own creation. So, the 
player ends up interacting with a cartoon environ- 
ment and cartoon characters represented by voice 
talent such as Dorn DeLuise, Tim Curry and others. 
The basic stoiy deals with a war between King Hugh 
and his "Fluffy Fluffy Bun Buns’’ and the evil King 
Nefarius. 


Trilobyte has taken their 3D rendered back- 
grounds, a /a The Zm Guest and The 11th Hour, and 
integrated them with Hanna Barbara-style Saturday 
morning cartoon characters for their upcoming Cian 
Destiny. The game is a humorous little romp where a 
U.S. family goes back to the Scottish homestead and 
discover it’s haunted. Did someone say “Scoobie Doo 
Meets 7th Guest?” 

Even Germany’s Blue Byte Software hired an ani- 
mation studio to bring to life Chewy, a cross between 
Sesame Street’s “Cookie Monster and the short- ■ 
lived sit-com alien “ALF.” The delightful cartoon 
protagonist goes crazy for outer space food. The 
flip side is the case for the baddies in Sanctuary 
Woods’ Orion Burger. They chase your character 
over dozens of worlds, while you try to convince 
them you’re more than Purina Alien Chow in a car- 
toonish plot with better sound and animation than 
the typical Saturday morning fare. 

Archaeology Of The Covenant: Vic Tokai’s The 
ScRoa allows you to play either an Egyptologist or 
an occultist in this point and click adventure. 
Knowledge Adventure aimed their Pyramid at a 
younger crowd, but it’s a fascinating game which 1 
sets the clock back to 1908. From this point, | 
you’re transported back into time to build a Great 
Pyramid for the ancients. Think of it as part ad- I 
venture/puzzle game, part educational game, and I 


as COMPUTER GAMING WORLD • AUGUST 1995 





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Legend Entertainment's Shannara 


graphics and sound. 

Combine the action-adventure gameplay of Sys- 
tem Shock with graphic novel sensibilities and you’ve 
got Origin’s CyberMage: Darklight Awakening. Set in a 
dystopian future, the player must take on an evil 
corporate entity while uncovering the secrets of his 
or her awakening psychic powers. The first-person, 
i SVGA graphics are very 
I strong, and designer 
: David Bradley (formerly 
, of Sir Tech and the Wiz- 
ardry series) isn’t known 
, for disappointment with 
' regard to puzzles and 
gameplay. 

Theme Parks: Two new 
adventures will rely upon 
amusement parks for a 
background. Warner/lc- 
ftVe’s Panic in the Park is 
primarily puzzle-driven, 
but the story unfolds with 
full se- 

quences by 30 different 
actors, including the beautiful Erika Eleniak {Under 
Siege, A f^romanidc's Love Story, and Beverly Hillbil- 
lies). Eleniak stars in two roles, as good and evil 
twins with conflicting interests in 
their father’s amusement park. To 
save the park, the player guides the 
good twin in playing a variety of 
nostalgic carnival games: water 
gun races, bumble ball, the balloon 
dart toss, etc. The other amusing 
theme park adventure is The Resi- 
dents’ Bad Day on the Midway, set in a 
3D animated carnival that was 
birthed from a collaboration be- 
tween The Residents and animator 
Jim Ludtke, 

Off The Beaten Path: if you like 
games based on other media, you’ll 
have quite a variety this year. Via- 
com is developing a computer game adaptation of 
Michael Crichton’s novel (and movie) Congo. Sport- 
ing a lush 3D environment, Congo will be an adven- 
ture game modeled after the movie plot. 

Musical groups Devo and Queensryche both have 
interactive adventures in development. For those 
who understand the ways of devolution. Inscape 
has Devo Presents; Adventures of the Smart Patrol, a 
surrealistic adventure mixing full motion video and 
animation that pits The Smart Patrol, a musical 
group of counterculturites, against corporate evils. 
The game is being created by Devo’s Gerald Casale 
and Mark Mothersbaugh. Virgin has Promised Land, a 


with one of the five band 
members of Queensryche to 
explore some wild environments in a puzzle-driven 
environment. The band likes to characterize Promised 
Land as a value-driven, eco-based game. 

MicroProse doesn’t have a celebrity license for 
its Necrobius adventure, but it looks to us like 7th 
Guest meets Timothy Leary on a psychedelic binge. 
This puzzle game is bizarre, even as the genre goes, 
but it's also gorgeous. 

If you think it’s time the fairer sex was given its 
own genre, you will be happy to hear that American 
Laser Games is launching a Games for Her series. 
The first offering is Mackenzie & Co., a game where 
girls choose which hunk to take to the prom. It beats 
the “let’s go to the mall" mentality of The Barbie 
Game, but we can’t help wondering how the tone of 
this game will come across to young women who ac- 
tually play games like Myst or Tetris. 

Gamers who like the western genre have also felt 
short-changed over the years. Now, Dust: A Tale of the 
Wild West shows Cyberflix’ fascination with rickety 


Capstone's Chrohosmaster 


saloons, horses, six-guns and characters ranging 
from an annoying hick to sophisticated ladies at the 
big house down the street. With some three dozen 
digitized actors, we half expected James Arness to 
put in an appearance as Marshal Dillon. 

For something really different, Knowledge Adven- 
ture has Steven Spielberg’s Movie Maker, an intrigu- 
ing title, casting the gamer as director and allowing 
him or her to film their own movie. Using pre-sup- 
piied full motion video, gamers place the cameras, 
choose which angles to clip, and give sound effects 
and style to the overall product. 


In a more familiar universe. Legend Entertain- 
ment will take advantage of the resources of their 
investor. Random House, in their upcoming Shan- 
nara. Shannara is a graphic adventure based on Teriy 
Brooks' best-selling fantasy novels and which takes 
place during a time gap within the popular novels. 
So, it does not attempt to duplicate the action of the 


lengthy book series (unlike Legend’s successful 
Death Gate). Shannara will have stunning SVGA graph- 
ics, a simple point-n-click interface, and a rich sto- 
ly, Lori and Corey Cole, designers of the Quest for 
Glory series, are doing the design for Shannara, so 
the puzzles and gameplay should be on the money. 

Time Ldre: l-Motion continues in the cinematic 3D 
adventure tradition established by their Alone in the 
Dark games in Knight's Chase. Players take the role of 
a time traveler who must return to the Middle Ages 
to recover his kidnapped love. As the player adven- 
tures through a 3-D castle in search of his nemesis, 
Wolfram, and his love interest he must fight baddies 
and solve puzzles in the Alone in the Dark mode. 

Another time travel game is Sanctuary Woods’ 
Buried in Time, The sequel to The Journeyman Project, 
Buried In Time unveils an involved plot which has you 
tiying to restore your good name after being framed 
for mucking about with history. The live actors are 
much better than in most games, and the puzzles 
actually relate to the stoiyline. 

The late Roger Zelazny’s ChronosMaster, designed 
for Capstone in conjunction with DreamForge, will 
feature pocket universes that will move players 
through many dimensions, having something of the 
effect of time travel. For more details, see the inter- 
view from a few weeks prior to the great writer’s 
demise in this month’s READ. ME section. Finally, in 
Millennia from Take 2 you are expected to alter the 
timeline to benefit your race. Meanwhile, you buy 
and sell technology, negotiate with alien races and 
cavort around the galaxy, enjoying the spectacular 


AUGUST 1995 • COMPUTER GAMING WORLD 51 









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It looks to be a comeback year for traditional role- 
playing games. As always, tbe fantasy genre com- 
pletely dominates the landscape and, as one might 
expect, these large games have many titles on the 
vaporware vellum. 

Days Of Fantasy Past: Bethesda’s The Elder Scrous; 
Daggerfali looks better all the time, but the ambitious 
sequel to the Premier award-winning The Elder 
ScRoas; f^ENA sEems to have a long way to go before 
the beautifully crafted product reaches the market. 
Whether Interplay's Stonekeep will release this fall (af- 
ter promises the two previous seasons) is a mystery, 


has the much anticipated Dungeon Master II; Skulljleep. 
The long-awaited sequel has; an improved interface 
designed with tactical combat in mind; a new spell 
system using a combination of power and elements; 
an improved critter Al where monsters will howl to get 
help and use player character arrows against the par- 
ty; and the expected mix of mages, thieves and 
steroid-slashers from the Hall of Champions, 

Perhaps, the most long-awaiting role-piaying 


game this side of Stonekeep is Domark’s Lords of Mid- 
night, a monster of a role-playing game that will 
throw players into an incredibly large, marvelously 
detailed 3-D world where strife and intrigue are ram- 
pant, By assuming the role of one of many different 
characters, it is possible to see the rich stoiy unfold 
from many unique perspectives. Possible activities 
include the raising of an army, 
full-scale battles seen from a 
strategic perspective, dragon 
flight across the fractal-gener- 
ated landscape, the exploration 
of huge citadels, and more. 

Lands of Lore II from West- 
wood Studios and Virgin Inter- 
active has been at the top of 
gamers' wish lists for some time 
now. The project is proceeding 
steadily, but it will still be the 
very end of 95 before we expect to 
see the final product. This sequel to 
the highly acclaimed Lands of Lore contains some of 
the best graphics we’ve seen. Like the original LOL, 
the sequel’s gameplay will have a lighter touch, but 
you can expect lots of graphically oriented puzzles and 
a fair share of hack-n-slashing monster bashing. 

Meanwhile, SSI’s Thunderscape is coming along 
nicely with its steampunk background becoming fully 
fleshed out (see the related story In this month’s 
READ.ME) and SSI continuing its trend back toward 
story and characters. Brandish is a typical Koei prod- 
uct; it looks as though it might have a reasonable 
amount of play, but the puzzles are 
straight out of a C-64 game. In fact. 
Brandish is obviously designed for 
the SNES/Sega crowd— with graph- 
ics to match. Also, watch out for Al- 
bion, Blue Byte's fantasy game with 
3D point of view play, but two-di- 
mensional overhead perspective 
when inside rooms. 

DreamForge and New World are 
joining forces to create Anvil of Dawn, 
a single character adventure/role- 
playing game targeted at newer 
gamers. The game’s presentation 
mixes 7 th GuEST-style cinematic “steps” while out- 
doors, and quicker STONEl^EP-style steps indoors. The 
game mechanics feature a very simple character at- 
tribute system, a unique spell system where a char- 
acter must “write” magic runes in the air, and 
mechanical logic puzzles. Voice-acting for all charac- 
ters and an extensive help system round out a pack- 
age that is sure to hook new players into role-playing, 
Sir Tech, publishers of the Wizardry and Realms of 
Arkania series, have always been known for fantasy 


role-playing. This year, they will deliver Realms of 
Arkania: Shadows Over Riva, the third game in the hard- 
core Arkania role-playing series. The game-engine is 
very similar to that of the previous game, but with 
subtle improvements. Dungeon and outdoor environ- 
ments will be seen In an enhanced first-person 3D 
perspective, with the same isometric view in combat. 


SVGA cut-scenes, additional manual and automated 
combat options, two difficulty levels, and the same 
rich character creation system are some of the fea- 
tures to expect. 

Players put off by the complexity of the Arkania 
games can look forward to Druid: Daemons of the Mind, 
a single character, isometric perspective role-playing 
game. This game might be everything Ultima 8 want- 
ed to be. Gorgeous SVGA graphics combine with an 
elegant magic system, an invisible interface, and an 
excellent story to make this game simple, hot, and 
deep. 

Vive La Difference: Those looking for a different 
kind of role-playing might find it in Sanctuary 
Woods’ Lion — the follow-up to last year’s Wolf. An- 
other approach might be the less interactive Savage 
from The Discovery Channel. Cub-raising, human 
avoidance, and antelope chasing can give you in- 
sight into how this noble, endangered species lives, 

Auens is an attempt by Mindscape to animate the 
Dark Horse Comics view of Ridley Scott’s universe — 
not for the squeamish. In addition to the inevitable 
bughunt, you find that there’s something that even 
the Aliens shy away from. I-Motion will give Cthulhu 
fans another reason to be squeamish with Prisoner of 
Ice, the latest Lovecraft-inspired tale. This one fea- 
tures submarines, arctic wastes and the usual as- 
sortment of multi-tentacled beings in more 
traditional adventure game form. 

If you want exotic adventure of a different kind, 
MicroProse has Vikings: Pirates of the North, cut from 
the Sid Meier’s Pirates mold. It features exploration of 
3D landscapes and economic development along 
with ample opportunities to loot and pillage. 


but even with the aging graphics, this looks to be a 



real player. Speaking of real players. Interplay also 



sa COMPUTER GAMING WORLD • AUGUST 1995 










As the follow-ull 
showcases a wh^ 








Autumn is the time of falling leaves. This is partic- 
ularly appropriate to simulation buffs, to whom a 
"Falling Leaf" Is a World War I aerial maneuver. This 
autumn should provide plenty of opportunities for 
more sophisticated maneuvers as flight sim games 
will again dominate the genre. 

Flight Deck: Two helicopter sims are preparing to 
engage in air-to-air combat during the coming 
months. Domark Software’s upcoming Apache heli- 
copter simulation will offer high-fidelity flight models 
and some interesting twists on the mission-based 
combat simulation. Not only must you fight and fly 
well in the 2-18 day campaigns set in Colombia, 
Bosnia, the Middle East, and Russia, but you must 
also manage your team of pilots, making combat as- 
signments, while carefully tracking fatigue and supply 
levels. At the same time. Interactive Magic will intro- 
duce a mission-based helicopter sim called Apache. 
Developed by DicrrAL Imegration, best known for their re- 
alistic Tornado sim, you’ll have to plan out your mis- 
sions in advance and see how well you worked your 
plan and how well you went with the flow. 

Early next year. Interactive Magic and Digital Inte- 
gration will also take a shot at the fighter market with 
F-16 Fighting Falcon, a high-end simulation of modern 
iet combat. Digital Integration’s F-16 Fighting Falcon 
will attempt to realistically simulate the Air Force’s F- 
16C, but it will also offer a simple arcade mode to the 


newbie. Gameplay will involve detailed mission plan- 
ning and, on the multiplayer side, the sim will support 
eight players in bvo teams on a net or modem. 

Bob Carter of Thrustmaster fame has also gotten 
tone on the F-16 market and is ready to fire a missile 
from his new company. Military Simulations, Inc. 
Their Fighting Falcon; Back to Baghdad game will strap 
you into an F-16C and send you back into Iraq to take 
care of business. Using actual terrain data of Iraq, de- 
classified F-16 flight models, and real weapon mod- 
els, this sim promises not to let you go into combat 
"with one arm tied behind your back.’’ Hard-core en- 



Military Simulations’ Fighting Falcon; Back to Baghdad 


thusiasts take note: a declassified model of the F- 
16C’s APG-68 radar will work on a separate 
monochrome monitor! 

Domark will also be following up on the success of 
their Macintosh air combat simulation, Flying Night- 
mares, with a sequel for both the PC and the Mac. Fly- 
ing Nightmares 2 will put players in the cockpits of the 


Harrier. Su- 
perCobra, and 
LAV-25 in combat scenar- 
ios against Cuban and North 
Korean forces. The sim will offer a well populated elec- 
tronic battlefield with naval support and infantry 
movement, and will support graphic modes up to 
1024x768 (with certain accelerated graphics cards in- 
cluding the new breed of 3D accelerators). 

Those who are 
looking to jump into 
aquickfurball with- 
in moments will 
also want to look at 
Spectrum 

HoloByte’s Top Gun; 
Fire At Will. What 
sets this sim apart 
is that you not only 
strap into an F-14, 
but you actually be- 
come "Maverick” 
Mitchell from the 
movie Top Gun. 
Simplified displays, 
next generation 
graphics, and an easy interface will get you into the 
heart of the action where you'll fly carrier operations in 
Cuba, Korea, and Libya. Screw up and you’ll be flying 
cargo planes out of Hong Kong with the proverbial car- 
go. 

Ocean’s TFX 2000 is a new air combat simulation, 
based upon the NATO Eurofighter 2000. In it, you’ll fly 








The Discovery Channel's Wings: Korea to Vietnam 


nology lets you experience Silent Steel in full-screen, 
full motion without an MPEG card (although the MPEG 
version should be noticeably crisper). Those new to 
computer games can really show off their Pentiums to 
their friends with this one! 

Germany’s Blue Byte Software is working on a 
near-future submarine game that uses 3D modeling, 
nice lighting effects and fractal generated landscapes 
to convey the idea of the game world. Called The Deep. 
the game is mission-based and is expected to appeal 
beyond the Submarine 2020 crowd. 

Kart Racing: For those who find the traditional For- 
mula 1 and NASCAR styles of racing to be too strenu- 
ous for simulation play, MicroProse will drop the 
starting flag on Virtual Karts during the fall season. 
Seasonal play, which lets you move up in class as your 
ability improves, adds to the challenge of this SVGA 
game with tracks built around detailed digitized pho- 
tos. You'll also be able to compete against human dri- 
vers via the game’s network support. 


hard-core 


peacekeeping 
missions in post cold- 
war northern Europe against a 
I Russian force. Highlights include flight and weapons 
models taken from de-classified British Aerospace 
data (the Eurofighter’s manufacturer), crisp hi-resolu- 
tion terrain that uses information from military charts, 
and an eight player network option. 

Finally, although not a true simulation, The Discov- 
ery Channel’s second Wings release is aimed right at 
the flight helmets of sim enthusiasts. Wings: Korea to 
Vietnam picks up where TDC's earlier Wings Over Europe 


left off, as an aviation reference for 1945 to 1975. Us- 
ing 3-D renderings, animation, video sequences, mu- 
sic and sound effects, Korea to Vietnam traces the 
development of supersonic jets, precision air-launched 


guided missiles, and the use of 
computers to identify and target 
enemy aircraft and missiles. The 
CD also includes more than 
1,000 full-screen photos, techni- 
cal data on more than 200 
weapons systems, and war re- 
ports explaining the role of air- 
craft in modern warfare. The 
new reference is available now, 
and if it lives up to the stan- 
dards of its respected predeces- 
sor, it will be a valued addition 
to any cockpit jockey’s library. 

Dive Planes: Three veiy differ- 
ent submarine products are cur- 
rently under development. 
Alliance Interactive and Inter- 
active Magic will team up for 
War Patrol, a WWiI submarine 
simulation set in the Pacific 
Theatre, This serious simulation 
will offer SVGA graphics in Win- 
dows, 40 missions, and the abil- 
ity to command both American 
and Japanese subs. The model- 
ing seems sophisticated enough 
and the graphics so sharp that 
Aces of the Deep may finally have 
some competition. 

Tsunami’s Silent Steel is es- 
sentially an interactive movie 
which places you in command of a U.S. Navy Ohio 
class “boomer,” loaded to the teeth with nukes. 
Whether you play it straight or decide to barbecue the 
planet, the maturing of software video playback tech- 









Caesar 11 gives an award-winning game new 

A great sim \vith a real game to it! 

• Eye-popping graphics 

• Streamlined interface 

• Extensive 3-D city-building 

Build a City... ^ 

Start with a province in the early Roman 
Empire and build a capital city with exquisite, 
detailed structures. Then master your unruly j 
by exploiting its resources, opening trade rout 
armies. Rule wisely and promotion will soon f 


Develop other provinces and take on their unique challenges. Move up the 
ranks and confront invading Carthaginians (with elephants!) and upstart 
Gauls. Your job is to keep the barbarians out, your cities thriving, and your 
^kizens cheering. 

J ^ I'uture Emperor, it's all in a day’s woi 


BUILD ACITY... BUILD AN EMPIRE! 


Impressions 


IBM PC scrccnsliols may vary Circle Reader Service ffl 7 © Impression!. Software. Inc. 1995. Cambridge, MA 02142 



EA Sports’ NHL Hockey '! 


All of the major sports will have new digital venues 
by the end of year, as will some of the less visible 
ones. 

Triple-Play On Baseball; With Tony La Russa'3 hitting 
the shelves, you might think that the number of base- 
ball games in development would drop, but Acclaim’s 
' Frank Thomas “Big Hurt" Baseball should offer an inter- 
esting alternative for pure action gamers and Mi- 
croleague’s new Sports Illustrated Baseball will 
provide fans of the statistical program a Windows- 
I based game with much-improved rotoscoped graph- 
:s. 

Ironically, the folks at Stormfront are competing 
I somewhat with themselves, since they developed Mi- 
I CROSOFT Baseball for Win 95, using much of their exper- 
tise gleaned from producing the Tony La Russa games. 
It has great graphics and a solid action mode, too. 

However, the most surprising approach to baseball 
I may well be Interplay's new VR Sports line. To imagine 
the first game in the series, try a baseball game 
where the 3D images are built off motion capture 
technology and where you can switch to any angle as 
easily as in a flight sim. It’s more Alone in the Dark 
baseball than Tony 3, but it’s fast and very intriguing. 


Football Playoff; Two college 
games and a host of pro games 
are competing in computer colise- 
ums come the fall. NCAA Football 
from Mindscape is trying to tackle 
the Front Page Sforts crowd with a 
better play-calling system, bigger 
sprites, smoother animation and 
hi-res graphics. Meanwhile, Micro 
Sports is tiying to jazz up the ven- 
erable stat-based games, All- 
American College Football & NFL Pro 
League 75th Anniversary, befoTe the 
fall. The college game has held the 
field by itself for several years, but the pro game of- 
fers an additional appeal— the capacity to pit the 
best teams of all time against each other under what- 
ever NFL rules you wish. Could Joe Montana have 
completed 60% of his passes against secondaries al- 
lowed to bump-and-run? Would Fran Tarkenton’s ca- 
reer have lasted longer with rules protecting 
quarterbacks? The college game is much the same, 
except that gamers may either play a national title 
game after the bowls, or determine their own mythical 
national champion the old-fashioned way, with a poll 
generated by the computer. 

Accolade's Unnecessary Roughness ‘96 looks like it 
will be considerably better than its previous incarna- 
tion. Boasting better graphics, truer gameplay and 
bonuses like career play, this game reads like a win- 
ner. We'll see how it plays. As for action, we know how 
John Madden Football plays and we can’t wait for Elec- 
tronic Arts to fulfill its promise Digital Pictures is 
sticking with full motion video in Quarterback Attack 
WITH Mike Duka. Players will see eveiything through the 
eyes of the quarterback, from which they will direct all 
of theon-fieid action. 

Hoop Dreams, Fast Tracks ano Icing: In other sports, 
basketball should be well represented with updates 



from Acclaim and EA of their respective NBA Jam and 
NBA Live products. The former offers even better look- 
ing two-on-two action and the latter is expected to 
improve upon its current limited Al. Those looking for 
a little something different might try Virgin’s Converse 
Hardcore Hoops, an action game where you can not 
only set difficulty, but engage in a little trash talk on 
the side. 

EA Sports isn’t resting on its Stanley Cup laurels 
from NHL Hockey, either. NHL Hockey ‘96 is going for 
broke with an entirely different look and feel. Several 
different dynamic perspectives will be available, from 
right behind your player to a more standard view. Ei- 
ther way, the action comes off even faster than before. 
Rumor also has it that MicroLeague is contemplating 
a hockey game. We wonder, though, what happened to 
SSI’s hockey game. 

Also on tap is FIFA; International Soccer, the 3D0 
way. That means gorgeous graphics and a great per- 
spective on the action in the EA Sports tradition. 

Finally, bursting out of the gates this fall is a new 
horse racing game called Microleague Horse Racing. We 
hope it has some of the versatility of QuarterPole with- 
out those terrible interface problems. 


AlliatH 


As a wide-ranging categoiy which encompasses 
resource management and combat in many forms, 
this year’s strategy games will run the gamut from 
traditional games through historical, fantasy, and 
near future/space strategy games. 

Don’t Know Much About History; Germany’s Blue 


Byte Software will publish The Romans, a sequel to 
SSI's Serf City, which will use the same basic system, 
but feature some full motion video wrap and some ex- 
tra features and options. Impressions’ Caesar II will 
use beautiful, near photographic building graphics 
and feature more balanced and streamlined game- 
play than its progenitor. Meanwhile, MicroProse 
changes hemispheres with their Aziec; Empire of Blood 
game, it is a turn-based game of conquest with tacti- 
cal battles where you play one of nine tribal leaders. 
Aztec will enable gamers to make militaiy, diplomatic, 
economic and religious decisions that will decide the 
fate of their nascent empires. 

Mystic Mayhem; Mindscape’s Warhammer Fantasy Bat- 
tles is being developed in conjunction with Games 


Future Frenzy 

E mpire Interactive's Red Ghost is an 
action/strategy game that pits a futuristic 
Special Forces against a resurgent Stalinist 
Russia. Players can play the combat scenar- 
ios strategicaily, or they can jump into individual ve- 
hicles and fight it out in action mode. A similar 
product is Blue Byte's Shadow of the Ekpire, the third in 
the Battie Isle trilogy. Tlie latest installment features, 
of course, new units, new story, digitized speech, and, 
for the first time, the ability to play a female protago- 
nist. 

Bahles in Time is a four-player wargame from QQP 
which Is set in a utopian society tliat has forgotten 


60 COMPUTER GAMING WORLD • AUGUST 1995 







EVEN 

STOCK 

WOUID 

BE 

NERVOUS. 

ABSOLUTE « 

ZERO I 



Circle Reader Service ti220 




Workshop, 
publishers of the 
Warhdinmer 40,000 AO 
boardgame and miniatures 
game series. As the current game stands, it will con- 
sist of a linear plot line that flowers and loops (a la 
Wing Commander) according to your successes and fail- 
ures in various tactical battles. More exciting than the 
campaign, however, is the capacity for creating your 
own scenarios to play in head-to-head mode. The 


Bullfrog Software’s Gene Wars 


graphics look great and the Al concepts for both oppo- 
nents and subordinate units seem solid. 

Much the same may be said for Warcrar II, which 
has more magic spells, increased economics (oil must 
be drilled for at sea), and even flying units and sub- 
marines (!) for up to seven players. Warlords fans 
might keep an eye out for World of Wonders, a fantasy 
strategy game in the Warlords tradition that will be re- 
leased as shareware. Cities, heroes, armies of fantasy 
creatures, campaigns— it’s all here for fantasy strate- 
gists this winter. 

In a different kind of fantasy, Time-Warner's Atmos- 
FEAR is a roil-the-die (literally seen on the screen) and 
move game with gothic horror overtones. Up to six may 


MicroProse’s This Means War! 


contest the sadistic gatekeeper for keys to other mysti- 
cal dimensions. Essentially, this is a VCR game with a 
dash o’ creepy to go. 

Tradition And Descent: In addition to traditional 
board and parlor game conversions, many companies 
will introduce sequels and spin-offs to their most suc- 
cessful strategy games. Bullfrog Software will contin- 
ue the line of "Theme" products begun with Thbie Park 
by challenging players to transform a lowly health 
clinic into a profitable hospital in Theme Hospital Fans 
of Sir Tech’s recently released Jaggeo Alliance will be 
able to use their squad combat skills against other 
humans this fall. Sir Tech will release Jagged Aujance 
Head-To-Head, a two-player mo- 
dem and network version of the 
game. The package will include a 
new sector map plus a scenario 
editor, additional weapons and 
graphics. Gene Wars will keep 
Bullfrog's Populous legacy alive. 
Four races will vie for supremacy 
by bio-engineering deadlier and 
deadlier creatures in this "god 
game" that could be described as 
Populous meets Unnatural SEifcnoN. 
Up to eight players can wage bio- 
warfare on a network. 

Chessmaster 5000 from Mindscape builds on the 
CGlVHall of Fame design with better tutorials, chess 
problems and the best artificial opponents of any 
strategy game, Interplay's U.S. Chess Federation Chess, 
however, may have the best e-mail and networking 
capacity, as well as the capacity for offering sanc- 
tioned ratings. 

Puzzle gamers should enjoy Capcom’s Tangrams, a 
computer version of the traditional Chinese puzzles 
where gamers take different shapes and transform 
them into animals or objects. Also, Viacom will pre- 
sent one of the more intriguing puzzle games at the 
show. Zoop is a colorful game where you have to zap 
(or is it "zoop"?) amoebae-like shapes of the same 
color before they in- 
fringe upon your safe 
zone. Addicting is the 
code word here. It 
may not be the next 
Tetris, but it’s pretty 
good. 

A family-oriented 
game hails from Blue 
Byte Software in Ger- 
many. Dr. Draco’s 
Madcap Chase is a de- 
lightful game that is 
reminiscent of the 
television cartoon 



how to wage war. With society threatened by an alien 
menace, players must travel back in time to relearn 
the art of warfare from the masters of epochs from 
prehistoric times to the present, preparing for the final 
climactic battle against the alien menace, in certain 
situations, old technology may be used anachronisti- 
cally for the most impact. For example, dinosaurs work 
well against the aliens' magnetic weapon. 

The unofficial sequel to Dune 2, Virgin’s Com- 
mand & Conquer, 


looks even better than 

its storied predecessor with its 3D rendered fight- 
ing vehicles and real-time warfare. We also liked the 
turn-based warfare in Pax iMPEtnA II. Finally coming to 
IBM courte^ ol Blizzard, the new version has a ton of 
ships, incredibly rendered In SVGA graphics. Of 
course, it's the number of strategic options that will 
keep would-be galactic emperors busy; diplomatic op- 
tions, trade, council meetings and random political 
events. Pax II allows up to 16 to compete via network 
play. 

This Means War! from MIcroPfose may sound like a 
Bugs Bunny-style wargame, but even this is reminis- 
cent of H. G. Wells' Urru Wars, in a silly space-age 
kind of way with elements of SmCiiy and Uiopia thrown 
in, Of course, silly barely begins to describe Tom 
Wham’s old Awrui Green Things From Ouier Stwe. con- 
verted to the silicon universe by OOP. The Znutar now 
have to defend even more ships with everything from 
friendly robots and zap guns to fire extinguishers— 
there’s even a campaign! Equally light-hearted is 
Baldies, a wacky strategy game from GamaTek which 
suggests to us the idea of the Cabbage Patch Kids go- 


show Wacky Racers crossed with Milles Bournes and 
Monopolv. The random events are hilarious and there 
are plenty of sabotage cards with which to victimize 
your friends. 

Finally, Berkeley Systems, previously known for the 
After Dark screen savers, might have a sleeper on their 
hands with You Don’t Know Jack, a hilarious pop culture 
quiz-show game with a hilarious emcee with an atti- 
tude and questions on subjects ranging from Scooby 
Doo to Human Sexuality. 


62 COMPUTER GAMING WORLD • AUGUST 1995 








Tension bulMsoiKthetridgeasJInotlier 
Red Alert appearg imminent. 


ICTlHAII ISMKIcSH 


Open jailing frequencies and 
for the unexpected. 


mOK 

THi nexT BenBHJsnags 

‘4 final Unity.” 


With allihe 
voices of the 


Alert your Away Team and pick the right 
combination of talent Iff each critical mission. 



rmi I ' 

V 

1 |i:.' 1 1 

* 

©S: J:L^ 




Join Captain Picard" and the crew 
in “A Final Unity;’ an interactive * 
CD-ROM adventure Riled with mystery 
and danger. Control the U.S.S. 
Enterprise" as you encounter treach- 
erous alien ships, visit strange new 
worlds, and travel from the outposts 
of Federation space and beyond— 
into the uncharted dangers of a 
massive nebula. 


The unmatched realism of “A Final 
Unity” is brought to life by characters 
who speak to you, rich cinematic 
sequences. Super VGA graphics, and 
co-quality sound and music. 

Experience hours of entertaining 
exploration as you unravel secrets from 
the ancient past in this STAR TREK: 
THE NEXT GENERATION‘S epic. ' 

Take your post and Engage! 


Beam down to exotic worlds as the mystery 
of an ancient and highly advanced 
civilization slowly unfolds. 


Also look for STAR TREK: 
THE NEXT GENERATION 
“Future’s Past" on Super NES’i 



Available for 
IBM CD-ROM 


STAR TREK: THE NEXT GENERATION^ “A Final Unity.” 

Circle Render Service 1/333 

®flnd © 1995 Paramounl Pictures. All Rights Reserved, STAR TREK; THE NEXT GENERATION is a Registered 
Trademark ol Paramount Pictures. Spectrum HoloByte is an Authorized User. Spectrum HoloByle is a registered 
. trademark of Spectrum HoloByte. Inc. Other trademarks are the properly of their respective holders. 


Spectrum 

HoRfbyte 


2490 Maiiner Square Loo/f, Alameda. CA^5(f} 

Visit your local retailer or call 24 hourp: 
1-800-695-GAME (USA and Canada) 






Historical battles/campaigns which put you in 
command have always had a place in the wargaming 
hobby, whether prior to this century or more modern 
combat. Games like GameTek’s resurrected Universal 
Military Simulator, now known as War College, tiy to 
handle all eras, but most wargames zero in on a par- 
ticular time period. 

Anciekis Ablaze: Interplay may well offer the hit in 
this arena with their Conquest of the New World. The 
tactical battles look like gloriously painted miniatures 
upon a detailed terrain and the strategic decision- 
making has plenty of decision 
points. This one has lots of 
custom options and creates 
random map designs so that 
you don’t have to play the same 
game over and over. 

For those of us who revel in 
the C.S. Forester and Alexander 
Kent novels of Napoleonic sail- 
ing glory, Avalon Hill's Wooden 
Ships & Iron Men is nearing 
completion by Stanley Associ- 
ates. WS&iM will have a com- 
pletely different engine than 
the developer's 5th Fleet, and 
will include all the data from 
the board game, including vari- 
ous types of shot, tactics, morale and even boarding 
parties. 

Transitioning from Napoleon to the U.S. Civil War, 
Empire Software, the British publisher, will release 
Civil War, a grand strategic campaign game of the 
U.S. Civil War. The system is strategic as in Impres- 
sions’ Blue & Gray, but features miniatures level bat- 


tles akin to Spectrum HoloByle’s 
Fields of Glory (developed by this 
same team). If you’re tired of wait- 
ing, though, you could design your 
own Civil War battle scenarios 
with New World’s Empire II. 

Closing out this era is Norm 
Kroger’s latest installment in his 
Wargame Construction Set series 
from SSI. Age of Rifles will cover a 
wide variety of lesser-known bat- 
tles and Kroger promises that this 
should reflect 19th century battle- 
field more than Tanks did for the 
20th century. 

Twentieth Century Shocks: The most anticipated re- 
lease in this era has to be Allied General, which puts 
the award-winning engine through its paces with 
some high-powered US and Soviet hardware. You may 
take the part of either a British, Russian or US gener- 
al on the Eastern, D-Day or North African fronts in 30- 
plus scenarios. The campaigns have a nice twist; if 
you win in North Africa, for instance, you would have 
the choice to move on to France, or retire as a war 
hero. More archival film clips, voice-overs (although 
it’s doubtful SSI will hire George C. Scott as Patton) 
and SVGA explosions make this a must for any W\\ 
aficionado. 

In addition to SSI’s Allied General, new player 
TalonSoft will debut with Jim Rose’s Battleground Ar- 
DWNES, featuring multiple scenarios for the Battle of 
the Bulge. If that's not enough Bastogne for you, SSG 


will counter with The Last Blitzkrieg, offering the usual 
Keating Al magic. Both Ardennes & Blitzkrieg are strict 
about modeling the traffic jams and fuel difficulties 
faced by the Germans in their desperate attack to- 
wards Brussels. Gary Grigsby’s Steel Panthers clothes 
the designer’s talents for distilling the essence of tac- 
tics with the newfound SSI love for graphics, sound 


and interface. This may well be Kampfgruppe’s closest 
spiritual descendent for the '90s. 

Atomic is finally updating Utah Beach as D-Day, but 
it is the impending release of Beyond Squad Leader 
which the industry anxiously awaits. Can a historical 
WWII game be done in real-time with good play bal- 
ance and Al? If looks are any indication, maybe so, 
but there are some horrendous design pitfalls to over- 
come. 

On the most modern front, Stanley Associates is 
just wrapping up 7th Fleet (with improved CAP and 
detection routines) and a 5th Fleet scenario disk for 
Avalon Hill, as IntraCorp prepares to launch a deluxe 
edition of Harpoon II. 



We know that some of the games in this au- 
tumn avalanche will disappoint gamers. Yet, 
we can't ever remember such a jam-packed 
release schedule. We're particularly excited be- 
cause it looks like there are potentially more 
hits than misses. If we’re right, this winter may 
not seem as long or as cold for computer 
gamers. 

Find out more about this Fall's 
hot new games during 
Computer Gaming World's 
special Fall Games Preview online discussion on 
ZrffNet in CompuServe. Join game developers and 
executives and their host, CfilVEditor-in-Chief Johnny 
Wilson, plus other ZZCJFeditors from Saturday, August 
12 through Friday, August 18. Plus, download demos 
and art from some of the games mentioned in the Fall 
Preview. 

The weeklong special event will be segmented as 
follows: Saturday: action, Sunday: adventure; Monday: 
Lands of Lore II from Westwood and Virgin Interactive, 
Tuesday: Top Gun from Spectrum HoloByte, Wednesday: 
Mindscape's NCAA Football, Thursday: Interplay's Con- 
quest of the New World, and Friday: Gary Grigsby's 
Steel Panthers. 

Type GG ZNT;6AMEW0 to find out more details on the 
event in the Computer Gaming World forum on ZiffNet. 



6a COMPUTER GAMING WORLD • AUGUST 1995 







First there was DOOM! 
Now comes HERETIC ! 





A SWORD & SORCERY BATTLEEEST SO AWESOME, 
IT’S UNBELIEVABLEI 


F rom the publisher 
of the shareware 
megabit DOOM 
comes a virtual 
world of medieval 
fantasy. The 
advanced 3-D 
graphics are so 
real and everything 
moves with such 
smoothness - 
you are there ! 

In HERETIC, 
you’ll cast 
eldritch spells 
from the Tomes 
of Power. 

Wield fantastic 
weapons such 
as the Firemace 
and Hellstaff. 

All to destroy 
the undead 
and bestial 
horrors that 
slaughtered 
your race. 

By the spirits 
of your 
Elders, the 
Heretic must 
have his 
vengeance! 


FEATURES 
♦ Supports up to 4 
players via network, 

2 by modem. 
Cooperate with your 
buddies or massacre 
them in a bloody 
deathmatch! 

♦ State-of-the-art 
3-D, 360° smooth 
scrolling in real 
time for the fastest, 
deadliest combat! 

♦ Walk, run, fly! 
Look all around, 

even up and down! 

♦ Choose from 7 
weapons and a 
host of magical 
artifacts to cast f 
mystical spells. 

Order HERETIC 
oday and become 
a believer:-'^ 

I'SOO'IDGAMES 

($40 plus $5 S&H) . 

On CD'ROMor 
3.5" disks foryour 
IBM PC/ Compatible. 




Heretic and 
Raven are Irademarks of Raven 
Solbvara, Inc. DOOM and Id are 
Irademarks ol id Sollware, Inc. 
©1994fdSollware, Inc. 
All rlghls reserved. 


I 




It’s time to ! 





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MADE IN USA © 1995 CARBELATEK, INC. ALL RIGHTS RESERVED. CARBEUTEKANDTHE CAflBELATEK LOGO ARE REGISTERED TRADEMARKS OF CARBELATEK, INC, JAM PAK'“ ISA 
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i 


Conspiratorial Tones 



Some 'I'ime in 'i ne eu- 

TURE, AFTER INTER- 
STELLAR TRAVEL 
became common, 
the Kobayashi Cor- 
poration set lip re- 
search station 
Cerbenis on an aster- 
oid to study a mysterious 
l)lack hole. Danny McCormack, 
one of the technicians, went out to jjerfbrm rou- 
tine maintenance on a probe and never came 
back: (he power on liis ship suddenly failerl and 
he was pulled into ihe hole. A tragic accident. 

His father, Devlin, is flown to Cerberus to at- 
tend a memorial ceremony. Afterwards, as he 
broods over the death in his guest c|uarlers, a 
note is pushed under Devlin’s door. A note 
claiming that Danny's demise was no accident, 
but outright murder. 

So begins The Orion Conspiracy, a science 
fiction mystery adveiUui'c game from Doinark 
Software. As De\’lin McCormack, you snooj) 
around the Cerberus Facility, talking to peo- 


ple, poking into corners, tiying to determine 
if the note is true or false, as well as who sent 
it, and why. 

With 14 Kobayashi people on board, plus live 
from Mogami-Hudson (they’re doing miner- 
alogical research, or so they say; can you trust 
anyone around here?), there is no lack of sus- 
pects, but motivation is obscure. Fveryone 
seemed either to like Danny or had nothing at 
all to do with him. At least, that is how it apj^ears 
on the surface, but what might be lurking below 
is another matter. 

OUTER SPACE INTERFACE 

Interacting with the game ihrough the mouse 
interface is simjde. I'he cursor (in the form of a 
crosshair) is mo\’ed around the screen, lighting 
up various hot spots; clicking the mouse button 
causes Devlin to give a description of the item. If 
he can do something with it, one or more action 
icons appear in the bottom left corner. For ex- 
ample, clicking on a person usually brings up 
two actions, one to look and one to talk. On oc- 
casion, a thii'd oj)iion, “give,” wiW also ap|3ear. 


SCORPIA LAUNCHES 
INTO THE ORION 
CONSPIRACY’S 
SCI-FI WHODUNIT 


SCRY SIGHT 

Remember the Boeb old days? The aMl.liivKbl.M 
days when gargoyles were gargoyles, 
men were men, and an adventurer had 
to slay tens of thousands of baddies 
just to earn his daily crust of bread? 

You can relive that bygone era with an 
upcoming Windows role-playing game 
called Mordor. This shareware release 
is no graphic feast (it looks a lot like 
the Internet's NetHack), but its got plen- 
ty oi classic hack-n-slash fun, and dun- 
geons with loads of traditional tricks 
and traps, weapons, magic items, and other treasures. Hundreds of hours of 
traditional role-playing fun await those with active imaginations and a 
healthy bloodlust. For more information call TDA Help! at (800) 624-2101. 



When dealing with objects, 

Devlin never uses anyihing 
unless it’s approjjriaie to do 
so, ’Fherefore, 
you don’l have 
to woiTy aboul 
using up some- 
thing important 
or handing oil' a 
critical item to 
the wrong jjer- 
son. Nothing 
can be dropped, 
so nothing can 
be lost, and De- 
vlin’s invcniorv 
space is apparent^ unlimited: 

I never ran into a “you're car- 
rying ton many items” mes- 
sage, no matter how many by Scorpia 


Auauui t'J'Jti • eOMI’UILK UAMim 




WHERE'S MY ALIBI? Orion Conspiracy is a sci-fi whodunit where conversations with 
potential suspects are key. The game features quality voice-acting throughout. 


tilings he was hauling 
around widi him. 

d’he inventory and con- 
trols appear at the Rolloin 
of the screen; they can be 
liroLight up bv pulling the 
cursor there or hitting the 
space bar. Using the space 
bar autoniatically jiosiiions 
the cursor at the llrsl box, 
which is handy. 'I'lie cursoi' 
can be moved across the 
oplions manually, oi‘ by cy- 
cling through the choices 
using the ]•ighl niou.se but- 
ton. and then leri-clicking 
on (he one \’ou want. 

Talking to peojde is 
mainly a imitter oi' clicking 
on iheni, (hen running 
down the conversaiion top- 
ics jrresented on the screen. 'There is a 
standard set ol tjucstions (hat appear only 
once, plus some others that show up as 
the investigation progresses, based on 
what Devlin has learned so Car. 

In several instances, asking about 
something will bring u|i an extended 
conversaiion. For example, Devlin may 
ask a jrerson what it’s like to work on Cei‘- 
berus, and the iwo oC them will iiade 
comments back tind (bi'lb automatically, 
without any prompting from (he player. 
This gives a nice ieeling of actually talk- 
ing to someone, as o[ijioscd to many oth- 
er games where interaction is usually just 
question-answer. Devlin's (|uasi-indepen- 
dence here is a good louch. 

Ciraphically, the game is good, iCsome- 


I The Orion Conspiracy j 


Price: No SRP 
System 

Requirements: 

IBM compatible 
486-25MHZ. 

4MB RAM (8MB 
recommended), 

SVGA graphics. 

10 MB hard drive 
space, CD-ROM; 
supports most 
major sound cards. 
Protection; None 
Designer: Andy Biazdell 
Pubiisher: Domark Software 
San Mateo, CA 
(415) 513-8928 


what dull. Since the action takes place in 
the Oerberus facility, most locations look, 
well, just like each other, especially the 
corridors, of which there are many, and 
which yon will be walking through plenty 
during the game. I recommend nia])inng 
the j)lace out so you don’t become con- 
lit.setl (you can’t become lost) and so you 
can Iliid your way to important areas 
(juickly. 

Kveryone has a speaking voice, and 
each (along with tlie character graj)hic) is 
distinct enough that you shouldn't have 
nuich trouble telling people apart. A 
good thing, since you have to talk to 15 
people during the game. For those who 
may not have a supported sound card, 
subtitles are available. 

SPLIT PERSONALITY 

ORtoN Co.\,SPiR.'\c:v can be thought of 
as having two parts. The first section 
deals mainly with looking into Danny’s 
death, and is the nna-e adventure-game 
oriented portion. Mitlway, the story 
changes direction rather dranialically, as 
Dc\’lin’s investigation crosses the path of 
something else that lias been going on, 
unsuspected by anyone. 'Fliis .segment is 
more action-oriented; Devlin runs 
around doing a lot of tilings, many of 
them not requiring iiiuch pn/.zle solving, 
and those arc mostly obvious ones, such 
as ligiiriiig out wlierc to go to obtain the 
right item. 


The midpoint is also wiicre 
people start dropping like (lies. 
'Fhey get shot up, shot down, 
blown up, blown apart, caiwed 
up and ripped to shreds. While 
none of that is actually too goi 7 
(especially not for anyone who 
has played Doo.vi, et al.), the 
death toll mounts rapidl)’. 1 
kept expecting the ghost of 
Agatha Uhristic to jio|5 up, 
shouting, “And 'I'hcn 'Fhere 
Were None!” It certainly fell 
liiat way, and indeed, not many 
will be leaving Cerberus at 
game's end. 

Orion Conspir.-\(;v docs have 
its problems, although these 
are in the design rather than 
the pi'ogramming. Overall, the 
game ran quite cleanly, excejit 
for a couple of sound problems. One was 
M'ith the voices, which seems to be .specific 
to the Cravis sound card. Often, syllables 
of words were echoed, such as “It’s set Ibr 
automautomalic control.” This was irri- 
tating, but ill most cases did not interfere 
much with undei'standing what was said. 

The Ollier was with the game [(irgetling 
[lie music volume settings. Often, the vol- 
ume would become louder when switch- 
ing levels \’ia the elevator, and on 
occasion when leaving or entering some 
areas on the same level. 

'Flic characters are somcwlial depress- 
ing. From the “redneck security chief,” to 
the "loiigb as nails, oversexed feniinisl,” 
to the “namby-]5amby, never grew up, 
whining mama’s boy,” they're all blatant 
stereotypes. Even Devlin Ills into the 
“embittered middle-aged man who has 
lost all" mold. 

We don’t expect great literature in a 
computer game, and comjilex personali- 
ties lor 1 .5 or 1 6 people would be expect- 
ing too much. Still, there was certainly 
room here to develop at least a lew of the 
characters beyond the supeiTicial collec- 
tion of knee-jerk responses that make up 
their per.sonalities. 

THE LANGUAGE BARRIER 

Orion Conspiracy is prcscnied as an 
adult game. Typically, “adult” lends to 
mean (a) sex/niidiiy or (b) strong lan- 
guage or (c) both of them. In the case of 



68 COMPUTER GAMING WORLD • AUGUST 1995 






II-: WAR-VER 


IMtl LUlNUUtbl VJ 


'An adventure that combines detailed fief-management and long-range 
strategy with lots of bone-crunching, first-person action’.' 

— William R. Trotter, PC Gamer 


jj?^" “ 


:P" 


‘r. 

1 

^ USrs=i- g- 




Orion Consi*iiui;y, it’s strong language, 
and plenty ol‘ it. Not simply mild exple- 
tives such as an occasional “hell” or 
“damn,” hnt words that many parents 
would jjrobably rather not have their 
cliildi'cn hear. 

Even mature gamers might not care 
to hear them, as these expressions are 


not merely used, but overused; the en- 
gineer alone is one oi' the most foul- 
mouthed characters yon will ever come 
across in a computer game. He can 
hardl)' open his mouth without uttering 
at least one obscenity per sentence. 'I'lie 
other characters (Devlin included) 
aren’t quite tliat bad, but they certainly 
aren’t shy about 
peppering their 
conversations 
with “forbidden 
words.” It is a sad 
thing when de- 
signers think that 
adding such lan- 
guage to the 
product some- 
how makes it 
more “real” or 
more “adult,” 
when in fact it 
does neither. 

VVhal boliiered 
me most about 
this one, though, 
is how the game 


clianges direction in mid-stream. Up to 
that point, it was fairly intriguing, with 
some tantalizing clues, a few red herrings, 
and the feeling that the research station 
was more than it appeared. 1 was really 
getting interested. 

Then, with what amounts to one 
scene, it all becomes something else. 
The mysteiy suddenly turns into “grade 
B" SF movie fare. It’s as though the de- 
signers became tired with the initial sto- 
ry and characters halfway through, so 
they switched to a new line, kiliitig off 
almost everyone else in the j)rocess. 
This is ultimately unsatislying, especial- 
ly as there isn’t nutch connection, plot- 
wise, between the first ;ind second 
halves of the game. 

Overall, the Orion Oonsi’IR/\(:v is one of 
those illy proditcts; it stalls with good in- 
tentions and good execution, then spirals 
downward into mediocrity, and the addi- 
tion of too much “adult” language does 
nothing to improve the situation. Gamers 
who are looking for a gripping SF adven- 
ture, or who dislike strong expletives, 
aren’t likely to be hapjjy with this one. ir 



The Serious Wargemer Knows His True Allies 







Tigers On The Prowl’" 
Aide De Camp'" 
Point Of Attack'" 


HPS Simulations 
P.O. 80X3245 
Santa Clara. CA 95055 
(408)554-8381 

The WARGAMER'S Computer Company " 


70 COMPUTER GAMING WORLD • AUGUST 1995 



WORLD DOMINATION 



WELCOME TO THE 

new world order. A gritty, high-tech world where the art 
of electronic intelligence and covert surveillance reigns 
supreme. Where guerrilla strategies and savage combat 
are the norm. Build bases, muster forces and lacerate 
your enemies to the bone. All for the love of power. 



IN THE HYPER-REAL ‘ 

combat experience of Command & Conquer,'” you’re thrust into 
the heat of an all-out race for global control. 


distributed 

exclusively 







GAME HINTS | 


Hints For The Asking 


Scorpia Dishes Up Answers For Questioning Gamers 


W ell, the trend 
towards older 
games contin- 
ues. The let- 
ters coming in 
are mostly about less recent 
products, and even the lit- 
tle I'ush of new games at 
the beginning of summer 
hasn’t changed that. Either 
tlie newer games are easier, or they don’t 
ha\'e much to interest CGW readers. Or 
it could be a little of both. It seems the 
best we can do is hope the coming 
Christmas season will change that, be- 
cause the summer has never been noted 
as a time of major releases. 

Before getting to the mail. I’d like to 
remind every'one again: Please Do Not 
Send Money, even if you live outside the 
US. It isn’t necessary, and I’ll only send it 
back. Just enclose an SASE with your 
questions (not required from foreign 
countries). That’s much more important. 
Now we have that settled, let's get on to 
the good stuff. 

Discworld: Some gamers are having a 
problem on the “nightside” (or last 
night). They find an unexpected ham- 
mer in place of the more expected gate 
pass. Even worse, the hammer doesn’t 
appear in the inventoiy. Well, of course it 
doesn’t: Rincewind put it back in the 
safe. You’ll Just have to go ask someone 
about that in the daytime. 

Death Gate: Several adventurers are 
seeing double, and it’s giving them fits. 
Namely, a double of themselves that just 
won’t get out of the way. Veiy annoying. 
Besides, you can’t reach the endgame, 
and that’s worse than annoying. This is 
really a simple matter. By keeping in 
mind that the doppelganger always re- 
verses your motions, and running a care- 
ful eye down the spell list, you should 
have the traffic jam burned out in no 


time at all. 

Return To Zork: Al- 
most everyone likes dogs, 
except perhaps those 
playing this game. They 
can’t seem to get any- 
where with the killer 
poodle guarding the bed- 
room. Well, I’ll tell ya a se- 
cret: there’s just no way past 
die mutt. He does, however, have anoth- 
er purpose besides keeping your nose out 
of private places. Noisy little barker, isn’t 
he? 

Ultima VII — Serpent Isle: Some peo- 
ple are having a hard time in Moonshadc 
after the banquet. Nothing much is hap- 
pening, and they can’t get anywhere with 
Pothos, even though they know what he 
needs and have it in their inventoiy. The 
way around this impasse is to have a little 
chat with Bucia again. After that, the 
pace should pick up considerably. 

Lands of Lore: The giant slug guard- 
ing the mine entrance can be a giant 
headache. One method of dealing with it 
is to beat on it, run out to heal up, beat 
on the critter some more, run out. etc. 
This is time-consuming and a little te- 
dious, but it does work. A much faster 
and better method, however, is to use the 
green skull from one of the locked tree 
stumps in the woods. If you have suffi- 
cient magic power (the skull does eat u|) 
the points), you’ll be able to kill the slug 
in one combat session. 

Stone Prophet: Getting into the Royal 
Burial Hall (that place in the desert with 
the male statue and slab in the ground) 
requires a couple of things. One of them 
is hearing the ghost’s song. The odier is 
an item you’ll find under the Harvest 
Temple (big hint: the statue needs some- 
thing to pull). When you have both, 
you’ll be able to enter. 

Clouds/Darkside of Xeen: You need 


both games installed (i.e., the lull World 
of Xeen) in order to enter all places on 
the Cloudside. Several dungeons are part 
of the Darkside stoiy, and it’s only there 
that you will obtain what you need to en- 
ter. If you’re playing Ci.ouD.s as a stand- 
alone game, you won’t be able to get into 
those places (and of course, if you’re 
playing Darkside, there’s certainly no 
way!). 

Alone In The Dark 3: This adventure 
has a lot of nasty puzzles, where the solu- 
tions only come after a lot of trial and er- 
ror. One of these is in the jail, after you 
make it out of the cell: there is a penta- 
gram in one corridor that is instant death 
if you cross it. The thing to do here is to 
not be in too much of a huny to exit the 
jail cell. Look around, and you’ll find 
what you need. You still have to do some- 
thing with that item, however; just pre- 
tend it’s the CD for the game and see 
what ideas come to mind (hehe). 

Noctropolis: Some players have found 
that this game seems to come to a halt af- 
ter reaching the butcher shop, 'fhere ap- 
pear to be no other leads, and nothing 
much is happening othenvise. That’s be- 
cause you missed something in the shop. 
Don’t just stand around like a side of 
chilled meat. There are moments when 
being pushy can provide unexpected de- 
velopments. 

And that’s it for this look into the mail- 
bag. In the meantime, il' you need help 
with an adventure game, you can reach 
me in the following ways: 

On Delphi: Stop by the GameSIG. 

On GEnie: Visit the Games Round- 
fable (type: Scoipia). 

By US Mail (remember that SASE if 
you live in the USI): Scorpia, PO Box 
338, Gracie Station, New York, NY 
10028. 

Until next time, happy adventuring! 



72 COMPUTER GAMING WORLD • AUGUST 1995 



Circle Reader Service /f210 








CHIPS&BITS 


INC. 


Call 800-699-4263 
Int’l 802-767-3033 


Fax 802-767-3382 
Source 10348 


PO Box 234 Dept 10348 Rochester, VT 05767 


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‘11TH HOUR' 
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Stealth 64 2 MB RAM $201 


loot Nights of Doom 
4X Frenzy 
4X Frenzy CD 
DIZone2CD 
Doom 2 Collectors CD $52 
Doom 2; Hell on Earth $39 


7lh Guest 2:11th Hr CD $51 


$44 


$48 

$24 


7th Guest CD 
Adrenaline Factor CD $35 
Alien Alliance CD $44 

Allen Trilogy CD $46 

Alien Virus CD $38 


Cybermage CD $44 

Cyberwar CD $48 

Daedalus Encountr CD $47 


□amnesia CD 
Damocles or CD 
Dark Forces CD 


Hell Cab CD $38 

Hellraiser CD $52 

Heretic 2 CD $46 

Heretic w/ExIra Levels $46 
Hired Guns $36 

Hook 


$32 


CH Trackball Pro 

$85 


Doom Ware CD 

$25 

Aliens CD 

$44 

Dark Seed 2 

$42 

1 Have No Mouth 

$44 

CH Virtual Pilot Pro 

$75 

CD HARDWARE 

Duke Nukem 3D 

$35 

Alone In the Dark 3 CD 

$42 

Darker CD 

$36 

Ice & Fire CD 

$48 

Dolphin Vertual Helm 

$139 

4 Plex Quad Drive $429 

HerelioorCD 

$42 

Archangel CD 

$24 

Day ol the Tentacle CD $29 

In Extremus 

$42 

Flight Cockpit 

$219 

Diamond 1 000 Mm Kit $329 

Hurl CD 

$26 

Ascendancy CD 

$44 

Death Gate CD 

532 

Inca 3 CO 

$39 

Game Zapper 

$47 

Diamond 4000 Mm Kit $379 

Magic Carpet 1 or 2 CD $44 

AlmosfearCD 

$34 

DefCon 0 CD 

$39 

Indestructibles CD 

$44 

Gravis Eliminator G-crd $19 

Digital Edge 3x Int CD 3699 

Maximum RoadkII! CD 

$42 

Beneath Steel Sky CD 

333 

Depth Dwellers CD 

$29 

1 Jones Fate Altanlis CD $32 

Gravis Phoenix Jystick $83 

Mitsumi Quad Speed $215 

Quarantine CD 

$25 

Big Red Adventure CD 

$40 

Dlscworld or CD 

S35 

Into the Shadows 

$48 

Jovswitch 

$38 

NEC4XIMullispinlnt $405 

Rise of the Triad 

$34 

Biohazard Five CD 

$47 

Oracula Unleashed CD 

$39 

Jagged Alliance 

$46 

Loqilech WinoMan Ext $45 

NEC 4xE M-spIn Ext $489 

Road Warrior CD 

$30 

Bloforge CD 

$44 

Dreadnoughts BIsmark 

$29 

Jewel ol the Oracle CD 

339 

Notebook Gameport 

$42 

Plextor 6 Plex 6x Int $529 

Skull Cracker CD 

$41 

Black Diamond CD 

$44 

Oreamweb 

$34 

Johnny Mnemonic CD 

$41 

PC Virtual Golf Club 

$119 

Snyo Concord 3 4x Ex $325 

Space Hulk 2 CD 

$44 

Blackthorne or CD 

$29 

Dune CD 

$29 

Journeyman Project 2 

355 

Spaceball Avenger 

$165 

Sanyo Concord 3 4x ln$215 

System Shock CD 

$47 

Blake Stone or CD 

$29 

Dust CD 

$42 

King's Quest 7 CD WIN 

l$4g 

Thmstmaster DCS 

$110 

SB Omni CD (2X) Ext $369 

TekWarCD 

$46 

Blind Date CD 

$38 

Ecsiatica or CD 

$36 

King's Ransom CD 

333 

Thrustmastr F16 TQS 

$110 

SBOmniCD(4X) S412 

Twisted Metal CD 

$42 

Bloodnet CD 

$41 

Entombed CD 

$37 

Kingdom O’ Magic CD 

$54 

Tmaster FC Sys (M2) 

$59 

SB Omni CD (2X) $207 

Ultimate Doom CD 

$29 

Blood wings 

$44 

Entomorph CD 

$44 

Knights Chase CD 

$42 

Tmaster Pro Play Golf 

$550 

SB Omni CD (3X) $329 

Warhammer40KCD 

$44 

Blown Away WIN CD 

$39 

Extractors CD 

$34 

L-Zone CD 

$40 

Tmaster Rudder Sys 

$99 

Teac Super Quad Drv $220 



Body Count or CD 

$29 

Fighting Fantasy CD 

$40 

Labyrinth of Time CD 

$24 

Universal Cockpit 

$219 


■ IBM EDUCATION ■ 

BraInDead 13 CD 

$38 

Flash Traffic CD 

$39 

Lands of Lore 2 

$42 

VFX 1 Virtual Reality 

$949 

AUDIO HARDWARE 



Buccaneers CD 

$48 

Flashback CD 

$35 

Last Dynasty CD 

$48 



Adv Gravis U-snd Max$169 

Algebraic Proposer 

$35 

Bureau 13 CD 

$33 

Fortress of Dr. Radiaki 

$32 

Laura Bow 2 

$24 

SPEAKERS 


Sound Bister 16 MOD $172 

Annabel's Dream CD 

$35 

Burn Cycle CD 

$39 

Frankenstein WIN CD 

$46 

Lawn Mower Man 2 CC 

i$49 

Altec ACS 3 Spkr Sys 

$179 

Snd Blaster 16 Value $99 

Destination Mars 

$25 

Calla 2095 CD 

$47 

Fred Pharkas Pharm 2 

$44 

Legend of Kyrandia 3 

$39 

Altec ACS 150 Swir 

$109 

Snd Blaster 32 AWE $263 

Dinosoft Multiply/Divide 

i$12 

Central Intelligence CD $25 

Freelancer 21 20 

$35 

Leisure Suit Larry Anth 

$47 

Altec ACS 50 Spkrs 

$79 

SB 32 AWE Value Ed. $219 

EcoQuesl VGA 

$19 

Chaos Continuum CD 

$29 

Full Throttle CD 

$46 

Lion CD or WIN CD 

$39 

Audiophile SW 20A 

$139 

SB Qmeblaster CD 16 $379 

Frantic Factory WIN 

$24 

Chronomaster CD 

$47 

G-NomeorCD 

$43 

Little Oivil CD 

$39 

Jazz J-306 Speakers 

$32 

SB Discovery CD 16 $249 

Island Ol Or. Brain 

$29 

Commander Blood CD 

$39 

Gabriel Knight 

$29 

Loadstar CD 

$49 

JazzJ-511 Speakers 

$58 

Snd Blaster Pro Value $74 

Multimedia: Vivaldi CD 

$24 

Companions of Xanth 

$32 

Gabriel Knight 2 CD 

$48 

Lost Eden CD 

$39 

Jazz J-702 Speakers 

$96 

Sound Blaster Value $57 

Number Munchers 

$19 

Conspiracy CD 

$30 

Gadget CD 

$45 

Lost Files ol Sherlock 2 

:$44 

Koss HD too Speakers 363 

Sound Galaxy BX2 w/S $29 

Pacific Theater 

$19 

Corridor 7 or CD 

$29 

Gateway 2 or CD 

$29 

Lost Mind of Dr Brain 

$36 

Koss HD 40 Speakers 

$22 

Sound Galaxy NX2 w/S $49 

Quarky Quaysoo’s Sci 

$29 

Creation CD 

$52 

Gender Wars CD 

$49 

LstTreasure of lnfocam$29 

Koss HD 50 Speakers 

$32 

Sound Man Wave $125 

Scooter’s Magic Castle 

$32 

Creature Shock CD 

$46 

HardJackCD 

$48 

Lost In Town CD 

$44 

Labtec CS-1000 Spkrs $59 

Vivid 3D Plus Sound $72 

SlckybearWord ProblmS26 

Crosslire CD 

$44 

Harvester CD 

$42 

Lunicus CO 

$42 

Labtec CS-600 

$24 

Vivid 3D Pro $105 

Sickybear Word Sctmble $26 

Curse of Enchanlia CD $23 

Heart of Darkness CD 

$55 

Maabus CD 

$25 

Yamaha SBS 300 Spkr $88 

Vivid 3D Sound $55 

Word Attack PlusI 

$28 

Cyberia CO 

$45 

Hell CD 

$45 

MacBath: Game CD 

$35 












OVERNIGHT SHIPPING in US S4 per order. Mail lo Canada. PR, HI. AK, APO, FPO S4 per 
order. Worldwide airmail S6 per item. Handling S2 per shipment. Hardware orders may require 
additional shipping charges. All sales final. Call lor details. 

Visa. MC and Discover accepled. Checks held 4 weeks. Money Orders under S200 same as 
cash. COD S8. Defectives replaced with same product. Most items shipped same day. 
Shipping limes may vary. Price / availabilily may change. 


FREE GAME OFFER* 

Sm (Malls beicnv 



‘ACROSS THE 
RHINE’ Control his- 
tDrys faiTtous tanks 
and experience the 
fierce combat and 
tough decisions that 
gripped WWII 
tank comman- 
ders. Offers multi- 
ple command lev- 
els and 3D 
graphics. Blast 
your way through 
enemy units 
across war torn 
Europe. CD $47 



'CRYSTAL CAL- 
IBURN’ A truly 
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is more than great 
graphics and spec- 
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‘THRUSTMAS- 
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You've got one of 
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'HARPOON II 
DELUXE’ You are 
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hundreds of hours 
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and challenging 
conflict CDS42 



‘LINKS PRO 386 
CD’ The most 
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From tee to green, 
Links 386 CD is 
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*FREE GAME OFFER 

Spend ihs speciHed amount on any in slock sollware and choose 
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Airborne Ranger 5.25, Ali IE up to Episode 9, Cohort 2 3.5, 
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1 IBM ADVENTURE 1 

■ IBM ADVENTURE I 

1 IBM ARCADE 


Madness of Roland CD S29 

Shadows WIN CD 

$40 

3D Ultra Pinball CD 

$40 

Man Enough CD 

$34 

Shadows of Calm CD 

$39 

500 CC Race Bike 

$29 

Mission Crllical CD 

$34 

Silverload CO 

$38 

5th Dimension 

$19 

Monstrous City CD 

$44 

Simon the Sorcerer 2 

$37 

Allen Breed 

$19 

Morph Man CD 

$25 

Slaughterhouse 5 CD 

$46 

ALG Bundle CD 

$45 

Mortimer CD 

$42 

Space Quest 6 CD 

$45 

Breakihnj WIN 

$35 

MystCD 

$48 

Space Ship Bralnlock 

$49 

Brutal CD 

$31 

Nasty Parts CD 

$42 

Spaceship Warlock CD 

1 $29 

Cannon Fodder CD 

$23 

NecrobiusWIN CD 

$40 

Spawn or CO 

$42 

Chaos Engine 

$19 

Nibelrung Ring Cycle 

$39 

Star Reach 

$36 

Corpse Killer CO 

$48 

Night Trap CD 

$48 

StarTrek:TNG Collect 

$76 

Crime Patrol CO 

$25 

Nociropolis CD 

$47 

StarTrek: Jdge Rile CDS42 

Crystal CaliburnWIN 

$29 

Nomad or CD 

$36 

StereoWorld CD 

$39 

Crystal Skulls CD 

540 

Odyssey CD 

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System Shock 

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Dragons Lair 2 CD 

$39 

Operation Body Count 

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Terra Nova CD 

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Dragon's Lair 3 

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Out of this Wortd 2 CD 

$45 

Terror of the Deep 

$35 

Drug Wars CD 

$25 

Pagemaster CD 

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The Dig 

$40 

Eight Ball Deluxe 

$29 

Pandorah Device CD 

$54 

The Journeyman Projcl 

: $32 

FX Fighter CD 

$45 

Panic In the Park CD 

$39 

The Trial 

$44 

Fast Draw Showdown 

$35 

Phantasmagoria CD 

$54 

Thiel of Dreams 

$42 

First Wave 

$19 

Pitfall or CD 

$38 

Tong Nau CD 

$37 

Glider 4.0 

$29 

Police Quest 5 CD 

$48 

Touche 

$39 

GorgCD 

$19 

Power Dome CD 

$48 

Trouble is my Biz CD 

$46 

Hammer Slammers CD 

' $46 

Prince of Persia 2 

$29 

Under Killing Moon CO 

$44 

Hod] & PodJ CD 

$40 

Prisoner ol Ice CD 

$42 

Virtuoso CD 

339 

Ishar3 

$33 

Psychotron CD 

$25 

Virus CD 

$37 

Judge Dredd CO 

$40 

Quest lor Fame CD 

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Void Pirates CD 

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Jump Raven CD 

$42 

Quest (or Glory 5 CD 

$44 

Vortex CD 

$45 

Jurassic Park CD 

$25 

Relentless CD 

$44 

Voyeur CD 

$46 

Lode Runner Network 

$40 

Return to Zork 

$39 

Walker 

$32 

Lode Runner WIN 

$29 

Riddle ol Master Lu CD 

$48 

Wetlands CD 

$29 

Mad Dog McCree CD 

335 

Riltwar Legacy 

$23 

Wltchaven CD 

$46 

Mad Dog McCree II CD $35 

Ripper CD 

$49 

WolLHunt or Be Hunted $39 

Magnaflux Runner 

$29 

Rivers of Dawn CD 

$46 

Wolves of Moordeth CD$39 

Mario Game Gallery 

$25 

Robocop 3 

$32 

Woodruff & Schnibble 

$32 

Maximum Surge CD 

$47 

Robot City CD 

$46 

Wrath of the Gods CD 

$36 

Mega Man X or CD 

$24 

Scroll CD 

$38 

XS CD 

$48 

Metal & Lace 

$27 

Sea Legends CD 

$44 

ZCD 

$48 

Mickey Mania 1 CD 

$37 

Secrets of Stargate CD 

$28 

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$30 

Microcosm CD 

536 

Sentient CD 

$37 

Zorro CD 

$39 

Microsoft Arcade WIN 

$29 


1 IBM ARCADE 


1 IBM ROLEPLAYING 1 

1 IBM ROLEPLAYING 

Mirage Thunder 

$39 

AD & D Collectors CD 

$35 

Lord of the Rings CD 

$36 

Monty Python's Waste 

$48 

ADD Collector's Vol 3 

$19 

Lord of the Rings 2 CD $38 

Mortal Kombat 2 CD 

$44 

ADO Three Worlds CD 

324 

Lord of Rings 1 & 2 

$19 

Mortal Kombat 3 CD 

$47 

Al-Qadim CD 

$39 

Lords ol Midnight CD 

$48 

Novaslorm CD 

$35 

Allen Legacy 

$36 

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$42 

Oxyd Magnum 

$36 

Amberstar 

$16 

Might and Magic 3 

$24 

Pinball Fantasies 

$29 

Anvil ol Dawn CD 

$34 

Might & Magic 4 or 5 ei 

1S19 

Pinball Fantasy DIx CD $29 

Arena 

339 

Pirates Gold 

$19 

Pinball Illusions or CD 

$29 

Arena CD 

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536 

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$35 

Berserker CD 

$48 

Pools of Radiance 

$15 

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$25 

Betrayal at Antara CD 

$48 

Ravenlolt 2 CD 

$46 

Prize Fighter CD 

$47 

Campaign Cartographer$46 

Ravenlotl or CD 

$49 

Raiden 

$29 

Cobra Mission 

$29 

Rims ol Arkania 3 CD 

346 

Rebel Assault CD 

$38 

Curse of Azure Bonds 

$15 

Red Ciystal 

$19 

Rebel Assault 2 CD 

$45 

CyClones 

339 

Return to Ringworld C0319 

Revolution X CD 

$45 

Cyber Space CD 

338 

Riltwar Legacy CO 

$23 

Rise of the Robots 

$45 

CyberJudas CD 

$32 

Rings of Medusa Gold 

$18 

Rocket Boy CD 

$49 

Daemonsgate or CD 

$19 

Rngs of Medusa GId CD$23 

Royal Flush Pinball CD $30 

Dark Sun 2 or CD 

$49 

Robinson's Requiem CD 329 

Savage Warriors or CD $44 

Dark Sun or CD 

$49 

Rome: Pathway Power $29 

Silver Ball 2 

$19 

D.-trklands 

$19 

Shadow Caster CO 

$18 

Slam City CD 

$48 

Death Knights of Krynn 

$15 

Sherlock Holmes 1 -3 ea$29 

Soccer Kid CD 

$25 

Devil's Gale CD 

$40 

Skyrealm of Jorune CD 

$39 

Space Ace CD 

$38 

Disciples of Steel 

$34 

Star Reach CD 

536 

Space Ace 2 

$34 

Dragon Lore CD 

$47 

StarTrail 

$41 

Space Pirates CD 

$39 

Druid: Daemon of Mind 

$46 

StarTrail Speech Pack 

$18 

Striker 

$46 

Dungeon Master 

$19 

Star Trek Deep Spee 9 

$41 

Striker CD 

346 

Dungeon Mstr 2 or CD 

$37 

Star Trek TNG Unity CD 

'$47 

Super Bubsy CD 

$34 

Eldar Scrolls 2 CD 

$48 

Stonekeep CD 

$44 

Super Pushover CD 

$24 

Eye ot Beholder 1-3 ea 

$19 

Stronghold 

$19 

Supreme Warrior CO 

$48 

Gateway Savage Front 

$16 

Sword ol China 

$42 

Tetris Gold CD 

$32 

Goldtree Dark Tower 

$15 

Syndicate 

$37 

The Last Bounty Hnter 

$35 

Goldtree Engine 

$26 

Syndicate Plus CD 

$40 

Thexder2CD 

$40 

Hunters of RalkCD 

$48 

Thunderscape CD 

S40 

Time Pockets CD 

$46 

Ishar 3 CD 

$33 

Treasure Savage Front 

$19 

Total Domination CD 

$39 

Kingdoms CD 

540 

Ultima 9 or CD 

552 

Tubular Worlds 

336 

Knights ot Xentar CD 

$38 

Unlimited Adventures 

$19 

Ultimate Pinball CD 

529 

Lands of Lore 

$34 

Vampire; Masquerade 

$48 

WWF Arcade CD 

$45 

LegacytRealm o( Terror $39 

Wizardry 7 Crusaders 

$19 

Who Shot Johnny Rock $24 

Lord ot the Rings 1 CE 

$14 

World of Xeen CD 

$24 


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Source 10348 


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‘GREY WOLF’ is 
commissioned for 
service, and you 
have been select- 
ed to captain the 
ship! Your mission 
is to patrol the 
Atlantic and 
accomplish the 
Impossible. Stop 
the convoys, avoid 
the destroyers, 
frigates, depth 
charges, and the 
big guns from the 
battleships. CD S29 






‘ULTIMATE 
DOOM’ Prepare 
youisetf fix the ulti- 
male DOOM. Now 
you can get the 
complete original 
megahIt plus an all 
new episode that 
will bow you away; 
Thy Flesh Con- 
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never seen before 
expert levels will 
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seem like a walk in 
the parki CD S32 



THE LOST ADMI- 
RAL 2' Dare to 
enter the waters 
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The Admiral's Re- 
venge. The pre- 
designed maps 
are monumental, 
the randomly 
generated sce- 
narios are 
tremendous and 
the campaigns 
round out a titan- 
ic gaming experi- 
ence. CD S39 


'THRUSTMAS- 
TER XL ACTION 
CONTROLLER’ 
This joystick offers 
advarKsd funcboiv 
ality enjoyed by 
flight sim enthusi- 
asts. Features 
three instant 
response but- 
tons. action trig- 
ger, 4-way 
thumb switch, 
pistol grip & 
glow-in-the-dark 
buttons. $24 



‘ESPN SPORTS 
SHORTS’ Stop 
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Use hundreds of 
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IBM SIMULATIONS 


IBM SIMULATIONS 


IBM SIMULATIONS 


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IBM SIMULATIONS 


1st Degree CD $44 

1st Encounters $29 

1st Encounters CD $29 
A10 2; Silent Hunter CD$48 
A320 Airbus $29 

AH-$4 B Longbow $54 
Absolute Zero CD $48 
Aces over Europe or CD $25 
Aces of the Deep $44 
Aces of the Deep 2 CD $48 
Aces ol Deep Mission S29 
Aces of the Deep CD $48 
Aces of the Pacific CD $39 


Across Desert 1941 CD $48 
Across the Rhine CD $47 
Across Rhine Exp #1 $30 

Air Combat Pacific 1 942$24 


Air Combat Pac 42 GId $48 
Air Combat Series CD $47 
Air Havoc Ctrl WIN CD $39 
Air Warrior 2 or CD $34 
Air Warrior $35 

Air Warrior CD $35 

Airpower orCD $45 

Apache CD $45 

Armored Fist $43 

Armored Fist CD $47 
Army Air Corps: 1 942 $48 
Army Air Corps: '42 CD $48 
Art of the Kill $24 

Battle of Britain 2 WIN $34 
Battlecruiser 3000 $43 

Battlecruiser 3000 CD $46 
Big Red Racing CD $40 
Chaos Control CD $39 
Chopper Pack CD $38 
Chopper Strike $48 

Chopper Strike CD $52 
Combat Air Patrol $29 
Combat Air Patrol CD $25 


Combat Classics 2 $19 

Confirmed Kill CD $44 
Cyber Race CD $32 

Cyberbykes or CD $31 
Cyclemania CD $34 
D-Day: Op Overlord CD$39 
Dark Ride CD $49 

Dawn Patrol $35 

Dawn Patrol CD $41 

Dawn Patrol 2 CD $42 

Delta V or CD $25 

Descent or CD $37 

Descent 2.0 CD $46 
Destruction Derby CD $36 
Dream Web CD $34 
EarthSiage2CD $48 
Evasive Action $26 

F16 Fighting Falcon CD $44 
F15 Strike Eagle 3 CD $48 
F15StnkeEagle3 $34 
FA18HomelCD $54 

Falcon 3 Seen 3 FA1 8 $25 

Falcon 4.0 CD $49 

Falcon Gold CD $52 

Fast Attack CD $48 

Fighter Duel Pro 2 $33 

Fighter Wing or CD $39 

Fleet Defender F14 $42 


Fleet Defender Gold CDS48 
Fleet Defender Seen tft S32 


Flight Light or CD $19 

Flight Sim ToolKit $19 

Flight Sim Tkit Exp’s eaS19 

Flight Unlimited CD $48 

Flying Aces CD $49 

Flying Circus $39 

Flying Tigers CD $42 


Great Naval Battles 2 $44 

Great Naval Bttls 2 CD S39 
Great Naval Battles CD $42 


Great Naval Bttls Seen $16 
Grey Wolf WIN CD $29 
Gunship 2000 $24 

H.A.W.C, orCD $35 

Hi-OctaneCD $44 

Indy Car Racing $30 
Indy Car Racing 2.0 CD $40 
Inferno or CD $44 

Interactive Sailing CD $45 
Iron Angel CD $44 

Iron Assault CD $39 

Jet Fighter 3 $41 

Jet Pack CD $39 

Jet Ski Rage CO $39 

Jump Jet $22 

Kawasaki Super Bikes $24 
Lawn Mower Man CD $35 
Lode Runner $36 

M1 Tank Platoon 2 CD $48 


M4; Sherman Tank Sim $34 
Marine Rghters CD $25 
Maximum Overkill Bun $40 
Maximum Overkill MD 2S29 
Max Overkill Mulli-Ply6r$48 
Mech Commander CD $42 
Mechwarrior 2 or CD $45 
Metal Lords CD $34 

MetalTech: B-dromeCD$37 
MetalTech: EarthSiege $45 
MetalTech; E-Siege CD $47 
MetalTech: ESIege Exp $29 
MIG 29 $39 

Microsoft Flight Sim 5.0 $44 
Msott Flight Sim 5.1 CD $53 
Msolt Flight Sim 6 CD $54 
Msolt Flight Sim F ShopS36 
Msolt F Sim F Shop CD $44 
Msolt Space Sim 1 ,0 $44 

Mig 29 Fulcrum $29 
Mig 29 Gold CD $49 


Mule 2 $44 

Nascar Racing $39 

Nascar Racg Tracks CD $24 
PacHic Strike $25 

Phoenix Fighter CD $49 
Power Boat Simulator 3 $46 
Privateer $48 

Privateer Special Ops 2 $22 
Privateer Speech Pack $17 
Rally $29 

Rapid Assault CO $28 
Raven Project or CD $45 
Reach for the Skies SI 9 
Real Weather Pilot $14 
Rd Baron A10 Tnk Killer$39 
Red Baron w/MIsslon B $29 
Red Ghost $39 

Red Ghost CD $42 

Renegade CD $41 

Relribulion CD $32 

Sail ‘95 $40 

Sail Simulator $42 

Sailing Simulator 3 $52 

Sailing Sim 3 Esi Coast $39 
Sailing Sim 3 Wst CoaslS39 
Screamer CO $48 

Sea Wolf CD $44 

Seawonhy CD $16 

Shuttle or CD $26 

Silent Hunter CD $46 
Siient Steel or CD $46 

Sky Warriors CD $35 
Slipstream 5000 CD $40 
Space Clipper $42 

Spectre VR CO $35 

Star Base $42 

Star Crusader or CD $27 
Starlord $39 

Stim Slum $42 

Strike Commander CD $18 


Strike Comnder S Ops $22 
Sub Battle Simulator 2 $39 
Sub War 2050 $33 

Sub War 2050 Plus CD $40 
Super Tank Com CD $48 
SuperKans $39 

TFXorCD $36 

Tank Com Network $46 
Tank Girl CD $48 

Task Force Admirals Pk$39 
Terminal Velocity orCDS44 
The Big One CD $26 
Tie Fighter $39 

Tie Fighter Collector CD$47 
Top Gun CD $39 

Tornado CD $26 

Tower or CD $44 

Train Engineer $29 

Trophy Bass CD $48 
U-Boat 2 $36 

U-Boal WIN $34 

Ullrabots or CD $18 
Virtual Karts CD $40 

Voice Commander Bun $18 
War Patrol CD $42 

Warhawk CD $42 


Werewolf Vs. Comanche $48 
Wing Commander 2 $26 

Wing Commander 3 CD$53 
Wng Commander 4 CD $54 
Wing Comnder Armada $40 


Wings ol Glory CD $40 
Wipe Out CD $37 

Wolf Pack CD $28 

World Circuit 2 or CD $42 
World Circuit CD $39 
X-Car Exprmntal Racng$44 
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X-Wing Collector’s CD $46 
Zone Raiders CD S4B 


3-Decalhlon CD $42 
APBA Baseball $24 

APBA Bsball Innovator $19 
Barkley: Shut Up & Jam$42 
Baseball tor Windows $29 
Blood Bowl CD $34 

Brett Hull Hckey ‘95 CD $34 
ESPN 2 Extreme Gmes$38 
EuroGollCD $44 

FIFA Intemal’l Soccer $36 
FIFA Inirnt'l Soccer '96 $40 
Fairways to Heaven CD$29 
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F Page FB Pro '95 CD $47 
F Page FB Pro '96 CD $48 
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F P Sports Baseball CD $47 
F P Sports Base '96 CDS48 


Golf's Greatest 18 CO $25 
Gone Fishin' CD $42 

Hardball 3 $34 

Hardball 3 Collection $36 
Hardball3ColleclrsCDS19 
Hardball 4 or CD $34 


Hardball 4 NLBPA Add $19 
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Jack Nicklaus Golf CD $39 
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J Nicklaus Tour Collect $19 


JammitCD $19 

Jordan In Flight CD $18 

Links Pentium CD $49 

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Links Pro Courses each$19 
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Madden Football 96 CD $44 








OVERNIGHT SHIPPING in US S4 per order. Mail to Canada. PR. HI, AK, APO, FPO S4 per 
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cash, COD S8, Defectives replaced with same product. Most ilems shipped same day. 
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See details below 



TOP GUN' Relive 
the awe-inspiring 
experience of the 
feature film Top 
Gun." Only thfefime, 
you are Maverick! 
Ail the thrills of this 
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ing adventure stoiy 
come to life in this 
fir interactive prod- 
uct. Experience all 
the sights, sounds 
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the original 
movie. CO $39 



THE LOST 
VIKINGS’ It's just 
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Hundreds of mind 
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‘POLICE QUEST 
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‘SAIL SIMULA- 
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*FREE GAME OFFER 

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Airborne Hanger 5.25, All IE up to Episode 9, Cohort 2 3,5, 
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SPEND S100 

Bridge 7.0 3.5, DHAQON Force 3,5/5.25, Falcon 3.0 Mig 29 3.5, 
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slavery, taxes, 
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Alone In the Dark 3.5, Battles of Destiny 3.5, Links Pro 366 3.5. 
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2 3.5, Simon Ihe Sorcerer 3.5. Star Trek Judgement Rites 3.5, 
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SPEND $200 

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IBM SPORTS ■ IBM STRATEGY 


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NFL Chalinge Premium $59 
NFL Coaches Club $29 
NFL Coachs Club FB 2 $44 


NFL Quarterbk Club '96$45 


NFL Super Bowl CD $39 
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Nick Price Golf CD $45 
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Proleagua FBI Com CD $36 
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Unnecessary Rough '95534 
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1830: RR & Robber Bar$34 


18th Air Squadron $36 
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Advneed Civilization CD$34 
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Battles in Time or CD $35 
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C.E.O, CO $40 

Carriers at War Cnst Kil$25 
Castles 2 CO $48 

Celtic Tales CD $34 

Chessmaster 4000 Trbo$36 
Civilization $44 

Civilization Network CD $48 
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Colonization or CO $46 
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Command HQ 2 CD $24 
Conquered Kingdoms 2536 
Conqueror CO $46 

Conquest $36 

Corporate Colonies CD $35 
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Darklegions or CD $36 
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$25 

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$38 

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$26 

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$42 

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Master ot Orion CD 

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1 $22 

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Metal Marines WIN 

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Millenium CD 

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Feudal 

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Navy Strike 

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Flight Commander 2 CD $38 

Navy Strike CD 

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Front Lines or CD 

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Networks 

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539 

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Sim City 2000 

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Aidede Camp 

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S39 

Sim Town or CD 

$33 

Battleground: Ardennes $44 

SimClassic Collection 

544 

Beyond Squad Leader 

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Simisle CD 

$35 

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$39 

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Carriers at War 1 or 2 

339 

Space Miner 

336 

CincPac; Midway CD 

$39 

Space Raiders CD 

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Civil War: 1861-64 CD 

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D-Day each $39 

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The Complete UMS 

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Fields of Glory 

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The Orion Conspiracy 

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Theme Park or CD 

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This Means War WIN 

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Gene Wars CD 

S47 

Transport Tycoon orCD $48 

Harpoon 3 CD 

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336 

High Command 

329 

Unnatural Selection 

$29 

Iron Cross 2 CD 

$39 

Victory or Deleat WIN 

S42 

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$36 

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Panzer General CD 

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$44 

Seventh Fleet 

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Warlords 2 

$29 

Sid Meir’s CivH War CD 

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Warlords 2 Dlx CD 

542 

Stalingrad Campaign 

$36 

When Two Worlds War $24 

Steel Panthers CD 

$42 

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TacOps WIN 

$40 

Worlds of War CD 

S48 

The Great War 

$39 

X-Com2orCD 

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Third Reich or CD 

$34 

X-Com: Tactical CD 

$40 

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$42 

X-Com or CD 

$38 

USS Ticonderoga CD 

$34 

Zeppelin CD 

$25 

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$41 

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$29 

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•WARCRAFT’ 
Enter the world of 
WarCratt, a mysti- 
cal larxl where e^,fl 
ores and noble 
humans battle for 
survival. Destroy 
the orcish hordes 
or caish the weak- 
ling humans.. .the 
choice is yours. 
Includes an inge- 
nious arsenal of 
weaponry and 
powerful 
magic. CD S39 



INTERACTIVE 

ENTERTAINMENT 


Receive an episode of interactive 
Entertainment CD ROM magazine FREE 
with any in stock software order. Offer sub- 
ject to change or cancellation without notice. 
Valid from 7/1/95 to 8/31/95 or while sup- 
plies last. Quantities limited. 




‘PERFECT GEN- 
ERAL 2’ is an 
unbeatable strate- 
gic and tactical 
experience with 
stunning graphics, 
intuitive interface, 
and the sharpest 
artilidal intelligence 
ever. Feel the 
power as you com- 
mand missions in 
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eras of world con- 
flicl 5 levels of diffi- 
culty! CD $38 



'D-DAY:THE 
BEGINNING OF 
THE END’ As 
Supreme Allied 
or Axis 

Commander you 
start with your 
side’s actual 
resources and 
positions on June 
6, 1944. Select 
the generals 
under your com- 
mand, based on 
their actual capa- 
bilities. S39 



‘CASINO DE 
LUXE' is the best 
looking gaming col- 
lection in the mar- 
ket. also the only 
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bine the elegance 
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the fun of Las 
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7 classic games 
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graphics, sound 
effects, speech 
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strategies. CDS24 


-UNDER A 
KILLING MOON' 
Transports you to 
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tive Tex Murphy. 
New features 
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scenes together. 
An amazing level 
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make this game 
visually and aurally 
stunning. CO S44 


IBM HINT BOOKS 


7th Guest 2: 11th Hour $16 
Aces Over Europe $16 
Aces ot the Deep $16 
Across the Rhine $16 
Aegis $16 

AirCombal Pacific $16 
Alien Legacy $16 

Alone In the Dark 3 $16 

Arena $16 

Armored Fist $16 

Biolorge $17 

Bureau 13 $16 

Castle of Dr Brain $10 
Civilization $16 

Colonization $16 

Cyberia $16 

Cyclones $12 

Dark Forces $16 

Dark Sun or 2 $12 

Descent $16 

Doom 2 Survival Guide $12 
Dungeon Master 2 $16 

Fleet Defender $16 

Flights of 13 Mike $16 
Fred Pharkas Pharm $10 
Full Throttle $16 

Harpoon 2 $19 

Hell $16 

lndiJones4 $12 

Inherit the Earth $12 

Jagged Alliance $16 
Jet Fighter 3 $16 

Journeyman Project 2 $16 
King’s Quest 7 $17 

Laura Bow 2 $10 

Legend of Kyrandia 3 $12 

Lemmings Chronicles $1 6 
Lode Runner $16 

Lord ol the Rings V2 $12 
Machiovelli the Prince $16 


IBM HINT BOOKS 


Master ol Magic $16 

Master'ol Orion $16 

Mechwarfior2 $16 

Menzoberranzan $12 

MelalTech: EarthSiege $16 
Microsoft Golt 2.0 $16 

Microsoil Space Sim $16 

Might & Magic 5 $16 

Noctropolis $12 

Outpost $16 

Panzer General $16 
Perfect General 2 $16 

Phantasmagoria $16 
Power Monger $16 

Privateer Playtesteris $14 
Quest lor Glory 4 $10 

Questbuslersor2 $18 
Ravenloltor2 $12 

Realms ol Arkania $16 
Relentless W/CD $19 
Return to Zork $10 

Rise ol the Triad w/CD $19 
Sam and Max $12 

Sea Wolf $16 

Shadow Caster $14 

Shadow oi the Comet $16 
Sim City 2000 $16 

Skyrealms of Jorune $12 
StarTraii $16 

StarTrekTNG $16 

StarTrek: Judge Riles $12 
Stonekeep $16 

The Dig $16 

Tie Fighter $16 

Ultimas $16 

Under A Killing Moon $16 
Wing Commander 3 $19 

Wing Cmmnder Armada$12 
X-Com2 $16 

X-Wing $16 


IBM BUNDLES 


ADD Collector’s Edit 2 $46 
Death ol Krynn, Death 
Queen of Krynn, Champ 
of Krynn & Champion ol 
Krynn Hint Book 
Aces Collection CO $48 
Aces over Europe, 

Aces over Pacific, 

Red Baron, Red Barron 
Tank Killer, A-10 Ink Killer 
Air Combat Classics $1 9 
Award Winning Wargme $38 
Carrier Strike. 

Grigsby’s Pacific War 
Clash of Steel 
Grigsby War in Russia 
Day ol Tentacle/I Jones 4$44 
Dynamlx Bundle 1 $24 

A-10Tank Killer, Heart ol 
China, Staller 7 
Eye ol Beholder Collect $49 
Electronic Arts Top Ten $32 
Chuck Yagers Combat, 
PCA Tour Golf 
Ultabots, Financial 
Workshop, Wing Com 2, 
Kasparov's Gambit, 

Ultima 7, Seal Team, 
Indianapolis 500, 

Grand Slam Bridge 2 
Five Fool Ten Pack V 1 $29 
Kings Quest V, Stellar 7, 
Time Man ol the Year, 
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Best ol Media Clips, World 
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Classics, CD-ROM ol CD- 
ROMs, PC Animation 
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$100 in Coupons 


IBM BUNDLES 


Five Foot Ten Pack V 2 $29 
Sherlock HolmesVI, 

Space Quest 4, Bat Ches, 
PC Karaoke, Rock Hap’n 
Roll, M-media, Jumpstart, 
Movie Select For MPC, 
Home Medical Advisor 3 
Art & Letters War Birds, 
2000 Fonts by Fantasia 
Fantasy Collection CD $19 
Fleet Del w/ T-master $72 
Jam Packed CD $55 
Jungle & Desert Strike $34 
King's Quest Anthology $54 
Lost Treasure lnlocom2S25 
Lucas Classic Advntres $19 
Indiana Jones FA, 

Secret of Monkey Island, 
Manalc Mansion 
Megafortress Mega-Pak$38 
Megatoriress, Mission 1, 

& Mforl Mission 3D Editor 
Merit CD Megapack CD 51 8 
Mindscape 10 Pack CD $34 
Tony LaRussa Baseball 2, 
NY Times Puzzle Master/ 
Crossword Greater 
Maxum Overkill w/Disk $39 
Mystery Collection CD $19 
Casino Master, Software 
Toolworks, World Atlas 
V4, Spftware T-works 
Presents 20th Century 
Almarack.Sporls 
Cardshop, Great Naval 
Battles, Earth Invasion, 
Megatlux Runners, 
Chessmasler 3000 
PGA T Golf/ WT Tennis $19 
Perfect General Trilogy $34 


IBM BUNDLES 


Police Quest Anthology $48 
Populous 2 & Prmonger$19 
Power Hits; Ballletech $19 
BTech lS2,Mechwarrior 
SSI's Fantasy Fesl CD $39 
Stalongrad, Fantasy 
Empires, Dungeon Hack, 
Ultimate Adventures 
Space Quest Anthology $48 
Space Quest Bndle 1-4 $42 
Star Control 1 & 2 CD $19 
StrikeCom / Privateer $43 
Task Force 1942 w/ Red 
Storm Rising CD $35 
The Victory Pack $39 
V for Victory; Utah Beach, 
Velikiye Luki. Mrkt Garden 
Top 50 Games DOS CD $26 
Top 50 Games WIN CD $26 
Turning Point $29 

Gettysburg, Spanish 
Armada, Waterloo 
Ultima Bundle 1-6 CD $29 
Ultima Trilogy 2 $24 

Wing Comnder 1 S 2 Dlx $32 
Wizardry Tril 1 or 2 eaS33 


IBM BUDGET 


7th Guest 2; 1 1 tli Hour $6 
Allied Forces $9 

Alone In the Dark $12 
Banzai S9 

Baseball Facts $6 

Battle Command $6 
Challenge ol 5 Realms $12 
Champions ot Krynn $1 2 
Cohort 2 $12 

Conqueror Multi Tank $6 
Covert Action $12 


IBM BUDGET 


CyberStrike $12 

Darklands $12 

Demon Blue $€ 

Descent Shareware $6 
Doom Episode i $6 

Doom Heaven 2 CD $12 
Doomsday Collect CD $12 
Dragon Lord $S 

Dreadnoughts Bismark $12 
Dyno-Quest SS 

ESPN Spoils Shrta CD $12 
EZ Sound SIC 

Fighting lor Rome $12 
Harrier Assault $12 

Heart of China $12 

Hearts $12 

Horde $12 

Jack Nicklaus Clip Art SC 
Just Sports CD Sf 

Killing Cloud Sf 

Lightspeed St 

Line In the Sand $11 

Lost Vikings Si 

Magic Candle 3 St 

Magic the Galherg DemoSC 
Matrix Cubed St 

MegaTraveller;Zhodani SS 
Millenium S< 

NFL Video Football $i: 
On Target $i 

PT Boat Simulator Sli 
Return ol the Phantom $11 
Rings ol Medusa St 
Rotox $1 

SilverballZ $1: 

Storm Across Europe $1: 
Tegel's Mercenaries $: 
Tie Break Tennis $! 
Vaxine S' 

World Circuit $1: 













OVERNIGHT SHIPPING in US S4 per order. Mail to Canada. PR. HI, AK. APO, FPO S4 per 
order. Worldwide airmail S6 per Item. Handling S2 per shipment, Hardware orders may require 
additional shipping charges. All sales linal. Call lor details. 

Visa. MC and Discover accepted. Checks held 4 weeks. Money Orders under S200 same as 
cash. COD SB. Detectives replaced with same product. Most items shipped same day. 
Shipj^ng times may vary. Price / availability may change. 


FREE GAME OFFER* 

Sea details b«tow 



'SPACE QUEST 
6: THE SPINAL 
FRONTIER' Join 
farces with hun- 
dreds of your 
favorite outer 
space heroes, 
past and pre- 
sent. No video 
game, TV show 
or sci-fi movie is 
exempt from the 
relentless comic 
parody of the 
Space Quest 6 
creators. CD $45 



‘SILENT 
HUNTER’ 
Authentic W.W.II 
film footage, cine- 
matics, and narra- 
tion througixxit the 
game vwll give the 
player a historical 
feel of what it was 
like to command a 
submarine during 
the war in the 
Pacific. Choose a 
variety of American 
submarines used 
in W.W.II, CDS46 



‘THUNDER- 
SCAPE’ As the 
Darkfall spreads 
it’s evf acsDss their 
land, the 

Nocturnals it has 
engendered have 
gitwn bold. A vast 
army of the vile 
creatures have 
gathered under the 
command of 

Anthrax which threatens to overrun the whole of the 
Northlands and turn it inb a festering den of evil. Already, 
Anthrax has captured the Radiant Castle, a vital location 
which once guarded a strategy mountain pass. CDS40 




,4iid«}|>R0SE 


FREE GAME OFFER 

Spetxt iri9 speafieu omounl on any in stock sollware and choose 
a FREE IBM game from the corresponding list below. Request 

SPEND $60 

Airborne Ranger S.25, All IE up to Episode B. Cohort 2 3.5, 
Conquered Kingdoms Seen 1 3.5, GNB Scon Disk 3.5, Gunship 
5.25, Mercoftanes 5.25, Piratos S.25, SDI 5 25 

SPEND S100 

Bridge 7.0 3.5, DRAGON Fores 3.5/5.25, Falcon 3.0 Mig 29 3.5, 
MacAilhur's War 3.5, Megalravoller Zhodani 5.25, Return ol the 
Phantom 3.5, Terminator 2029 3.5 

SPEND S160 

Alone In the Dark 3.5, Bellies ol Destiny 3.5, Links Pro 366 3.5, 
F15 Strike Eaglo N 3.5, Rules ol Engagement 5.25, Silent Service 
2 3.5, Simon the Sorcerer 3.5, Slar Trek Judgement Rites 3.5, 
Ultima Underworld 2 3.5, Worlds ol War 3.5/5/25 

SPEND S200 

Harpoon Coll CD, Falcon 3.0 3.5,Julland CO, Links Pro 386 CD, 
V Victory: Maihot Garden 3.5 

FREE INTERACTIVE ENTERTAINMENT WITH ANV 
IN STOCK SOFTWARE ORDER 

Oiler subjaci to chnngo or cancollallon without notice. Valid from 
July 1sl- Aug 31sl or while supplies last. 


1 3DO 


1 GENESIS 

n 

1 JAGUAR 

n 

1 PLAYSTATION I 

1 SUPER NINTENDO I 

1 SATURN 

n 

3DO Sys Panasonic 

5399 

ATP Tennis 

$46 

Jaguar CD System 

$149 

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$299 

Aero Biz Supersonic 

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Saturn System 

$399 

7th Guest 2: 11th Hr 

$54 

Bass Masters Classic 

$56 

Jaguar Controller 

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PSX Controller 

332 

Bass Masters Classic 

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3-D Soccer 

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Alone In the Dark 2 

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Beyond Oasis 

see 

Jaguar Power Kit 

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PSX Memory Card 

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Batman Forever 

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30 Baseball 95 

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Blade Force 

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Casper 

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Alien Vs Predator 

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3D Baseball '95 

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Brandish 2 

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AD&D Fighters 

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BrainDead 13 

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Crime Patrol CD 

S49 

Blue Lightning CD 

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3-D Golf 

S45 

Breath ol Fire 2 

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Agile Warrior F-111X 

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Creature Shock 

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Cutthroat Island 

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Barkley Basketball CD 

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After Shock 

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Brett Hull Hockey 95 

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Alien Trilogy 

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Cyberdillo 

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Disk World CD 

S46 

Braindead 13 CD 

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Agile Warrior: F-111X 

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Boogerman 

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Alone in the Dark 

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Daedalus Encounter 

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ESPN Baseball CD 

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Club Drive 

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Assault Rings 

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Bust-A-Move 

342 

Batman Forever 

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DetComS 

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Earthworm Jim 2 

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Creature Shock CO 

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Ball Blazer 

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Casper 

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Blades of Rage 

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Dirt Racor 

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Eternal Champions CD S46 

Demolition Man CD 

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Blazing Dragons 

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Chrono Trigger 

$72 

Blazing Dragons 

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Doom 

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Exo Squad 

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Doom 

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Creature Shock 

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Congo 

S5S 

Bug! 

536 

FIFA Internati'l Soccer 

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Fatal Fury Special CD 

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Highlander CD 

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Cyber Sled 

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Cutthroat Island 

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Casper 

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Flight Stick Pro 

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Hardball 95 

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Hover Strike 

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Destruction Derby 

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Dragon Warrior 5 

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Clockwork Knignt 

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GEX 

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Kingdom CD 

S52 

Mortal Kombat 3 

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Doom 

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EarthBound 

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Cyber Sled 

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Grandest Fleet 

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Lethal Enforcers 2 

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Pinball Dreams 

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ESPN Extreme 

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Earthworm Jim 2 

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Daytona USA 

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Hell 

S45 

Liberty or Death 

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RayMan 

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GEX 

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Final Fantasy 3 

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DelCon 5 

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Icebreaker 

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Links Pro Golf CD 

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Rise of the Robots 

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Galaxy Fight 

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Horde 

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Madden Football 96 

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Supercross 3D 

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Hyper 3-D Pinball 

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Maximum Carnage 2 

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Syndicate 

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Jumping Flash 

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Looney Tunes B-Ball 

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Gran Chaser 

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NHL Hockey 96 

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Minnesota Fats Pool 

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Troy Aikman Foolball 

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Krazy Ivan 

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Lord of Darkness 

556 

Horde 

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NovaStorm 

852 

NBA Action 95 

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Ultra Vortex 

364 

Minnesota Fats Pool 

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Madden Football 96 

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Legacy of Kain 

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Panzer General 

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New Horizons 

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Valus Force 

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Myst 

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Mega Man 7 

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Mortal Kombat 2 

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Perfect General 

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NHL All Star Hockey 

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Varuna's Forces CD 

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Novastorm 

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Mutant Chronicles 

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NBA Basketball 

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Psychic Deteclive 
Quarantine 

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$34 

Phantasy Star 4 
Phantom 2040 

SS2 

$58 

1 MARS 32X 

1 

PGA Tour 96 

Panzer General 

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$54 

NBA Jam Tourn Editn 
NHL Hockey 95 

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$54 

Night Warriors 

Oft World Interceptor 

$54 

$52 

Seal of the Pharaoh $39 
ShanghaiirTriple Threat S52 

Popful Mail CD 

Primal Rage 

$49 

$59 

College Basketball 

$62 

Power Sports Soccer 
Primal Rage 

$54 

$54 

Ogre Battle 

PT0 2 

$58 

$62 

Panzer Dragoon 
Pebble Beach Golf 

552 

$46 

Shootout at Old Tucson S54 

Rally CD 

$54 

Cosmic Carnage 

$49 

RayMan 

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RBI 94 

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Pinball Arena 

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Syndicate 

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Road Rash 3 

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Doom 

359 

RazorWing 

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Road Runner 2 

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Primal Rage 

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Theme Park 

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Rugby World Cup 95 

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Kingdom:Far Reaches 

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Ridge Racer 

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Romance 3 Kingdm4 

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RayMan 

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Tep Gun 

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Shanghai! 2 

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Midnight Raiders CD 

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Road Rash 

$54 

Secret ol Evermore 

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Road Rash 

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Wing Commander 3 

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Shining Force 2 

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Mother Base 

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Shock Wave 

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Seventh Saga 2 

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Solar Eclipse 

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1 GDI 


Slar Trek Deep Spee 9 
Streets o( Rage 3 

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Night Trap CD 

RBI 95 CD 

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Solar Eclipse 

Space Ace 

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Slar Trek Deep Spee 9 $48 
Tetris & Dr. Mario $54 

Space Ace 

Supreme Warrior 

552 

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Syndicate CD 

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RayMan 

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Tokken 

Toh Shin Den 

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The Dragon 

The Mask 

362 

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Total Eclipse 

VR Hockey 

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Bum Cycle 

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Uncharted Waters 

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Supreme Warrior CD 

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Warlock 

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Vlrtua Cop 

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Kingdom:Far Reaches 

S44 

Vector Man 

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VR Troppers 

$59 

VR Hockey 

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Super Bases Loaded 3 $62 

Virtua Fighters 2 

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Merlin's Apprentice 

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VR Troopers 

$52 

Virlua Fighters 

$59 

WarHawk 

$52 

Teemo Super Bowl 3 

$59 

Virlua Racing 

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Voyeur 2 

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WeaponLord 

$58 

Virtue Racing Deluxe 

$59 

Wing Commanders 

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WWF Arcade 

$66 

X MEN 

554 


Circle Reader Serw'ce ff51 














REVIEW 


J 


Hawg Heaven 

Burn Rubber (and Bridges) in LucasArts’ FULL THROTTLE 

by Charles Ardai 




Pull Throttle 


Price: $69.95 
System 

Requirements: 

IBM compatible 
486DX/33 or 
better, SMB 
RAM, 2x CD- 
ROM drive, 
mouse; supports most major sound cards. 
RSAC Rating: Violence 2, Language 2 
Designer: Tim Schafer 
Publisher: LucasArts 
San Rafael, CA 
(800) STARWAR 


ynii Ibrcc your way into the bar and tussle 
wiih the bartender, you’ve got nothing 
lait llie keys to your bike — that, and a 
vague recollection that Just i3efV)ie the 
goons who beat you up tossed you in the 
dumpster they were 
discussing 
setting 


Y our name’s Ben and you’re a 

ItlKEU; RIDE 'to LIM-, I.1\'E TO RIDE. 
'ITlEY SAY A M.AN’S HOME IS IMS 
ctistle, but that’s not exactly true 
in your case. Your castle’s your 
hog, your chopper, your wheels — and 
your kingdom’s the open road. Anyone 
ever look either of those away from you, 
what would you have left? 

Three choices: nothing; one hell of a 
score to settle; or Fui.l Throiti.e, the 
latest IVom the folks at LucasArts who 
previously brought you such adventures 
in comic mayhem as Day oe iiie 'I'en ia- 
ci.E ;mtl Sam and M/\x Hi'ethe Road. 

'ITie answer, of course, is “ail of the 
above.’’ When you wake up in a dumpster 
behind a biker bar called the Kickstand 
after Fui.i. 'rtiROTTLE’s opening se- 
(|uence, you’ve literally got nothing to 
your name. (You can click on 
your right mouse button 
to check your invenloiy 
if you don’t believe 
me.) Even after 


up an iunbush down tlie road lor the 
Polecats, the biker gang ofwliich you are 
the leader. I'his gives you your first scoic 
to .settle. 

Then, on your way out of the Kick- 
sUind, you run across a member of a rival 
biker gang and a bit of sabotage that 
leaves you .spinning out across the desert 
Hats. You end up a pile of blood and 
bruises, while your bike ends up a smok- 
ing, twisted heap of metal. 

It’s more or less at this point, ten min- 
utes and maybe oO acts of violence into 
the game, that you realize the folks at 
LucasArts weren’t kidding when they 
named this baby Fuli/1T!R01T1.e. 

BEN AND THE ART OP MO- 
TORCYCLE MAINTENANCE 

In real life, spinouts at 90 miles per 
hour lend to do some lasting damage to 
a man’s vehicle. In this case, however, 
neither Ben nor his bike turn out to have 
been fatally wounded in the crash. Both 
were Ibund and have been nursed back 
to health by Mo, a local tomboy in greasy 

overalls who, true to the biker movie 
ethos this game strives to emulate, 
might best be described by the acljec- 
live “spunky.” 

The first thing Ben’s got to do after 
coming out of liis coma is to help fix 
his bike. The only juece that Mo was- 
n’t able to replace on her own was the 
bike’s forks, but to complete her re- 
pairs she also needs some gas ;ind ;i 
welding torch. Tliese three reciuire- 
menls, set forth as a kind of adventure 
game shopping list, give Ben his first 
(juesl. It’s a little artificial, true, but at 
least designer Tim Schafer has made 
an attempt to work his puzzles into 
the sloiyline. it’s much better than till 


SO COMPUTER GAMING WORLD • AUGUST 1995 





iliose aclveiiiure games where rhe hero 
lias to find tiie Red Orb, the Blue Orb, 
and the (jreen Orb... 

'I'lie town of Melonvveed, on the out- 
.skiris ol which Mo has her garage and 
chopsliop, consists oI‘ three locations. Jt 


and at the gas tower, if you’ve brouglit a 
can and a hose, you should be able to get 
some — yes, that’s right— gas. 

Needless to say, there ai'e obstacles at 
each location. You’ve got to gel lid of the 
dog at the junkyard, for instance, and 
some nosy se- 
cui'ity giuirds 
at the gas 
tower. None 
of these jm/- 
zles demand 
a vei'y com- 
plex solution, 
though. The 
door to the 
ga.s lower is 
locked, but 
you find a 
Iock])ick ly- 
ing around in 
the Irailcr. 
The trailer’s 
got a fridge 
inside which 



HOW YOU BEN? Rendered in inimitable LucasArts style are the biker Ben, the 
soon-to-be-murdered Corley of Corley Motors, and Corley’s ambitious aide, 
Ripburger. 



IN YOUR FACE INTERFACE The flaming biker embiem/interface gives you your four basic commands: 
look, taste/talk, punch and kick. 


doesn’t take a genius to ligure out that 
the three items Ben has to line! will be lo- 
cated, one apiece, at these three sites. 
Once you check out the sites it won’t even 
lake much to figure out which item can 
be found tvhere. Next to the abandoned 
trailer, you can see tliat someone’s weld- 
ing in an underground cellar; at the 
Junkyard, a mean dog’s pairoling some 
piles of automobile and motorcycle parts; 


bolds a nice bit of steak, 'i'bink a hungry 
doggie might like it? 

The big-gest dilficully in all of this, ac- 
tuall)’, is that since the scenes arc jxiinied 
so dark, in thick layers of blues, blacks 
and jxn'ples, it can be hard to .see some 
ol'ihe items you need when you line! 
them, rhe first lime through, I couldn’i 
.see the rei'rigerator; then, when someone 
told me wliei'c it was and I opened it, I 


couldn’t see the steak inside it. biter on, 
there’s a crowbar hidden under a pillow, 
but you’ll need belter eyes than mine to 
make it out. 

Find all the incidental items and the 
major items pretty much fall into your 
hands. Then you can sit back and watch a 
series ol lairly lengthy cut scenes that 
give Ben his second score to settle: the 
founder ol Corley .Motors {the company 
tiiat makes the Polecats’ bikes) gels otfed 
by his hulking assistant, Adrian Ripburg- 
er, who wants to see Corley Motors move 
into the yujjpie minivan market. Mean- 
while, Mo (m-iis out to be Mo Corley, heir 
to the Corley fortune and now the ownei- 
of the company. Ripburger tries to kill 
her, loo, and she wisely goes on the run. 
It’s up to Ben to line! lier and to foil Rip’s 
nefarious scheme. 

I'here’s more, plenty more, before Ben 
and Mo finally turn the tables. There's a 
demolition clerb)’ Ben has to win. There 
are about a dozen high-speed fistfights 
on wheels between Ben and enemy bikers 
who get in his way. There’s a gorge to be 
jumped a la K\el Kneivel, a minefield to 
be crossed, and a shareholder’s meeting 
to crash. There's also an action-packed fi- 
nale which may remind you of rhe truck 
setjuence in Raiders of the Lost Ark. And 
when it's till o\'er there’s a sort of grim 
coda in which Ben stays true to the biker 
code and rides off into the sunset. 

NOT-SO-CENTLE BEN 

Except for the coda, there isn’t a whole 
lot ofcjuiet time in Fut.i. THROTi'i.r . ’Phis 
is the main thing that sets this game 
jijxirt from earlier works in the LucasArts 
oeuvre: the sheer amount (and type) of 
tiction it contains. It’s a lough little moth- 
er of a game, and though the tone is 
comical throughout, it’s a heavy-metal- 
and-Ieather-jackets kind of comedy that 
springs from a whole different well than 
either Tkn taci.k’s cartoon buffooneiy or 
S.-^M AND Max’s ironic hipster satire. 

You’re always racing somewhere in 
Full Turoti i.l, ;ind as often as not 
when you gel where you’re going you 
iiave to beat someone up or see to it that 
he blows up, drives off a cliff, or both. 
Sometimes you don’t even wait to get 
where you’re going before getting into a 
light: bikers waylay you on the rotid, and 


AUGUST 1995 • COMPUTER GAMING WORLD 81 






EASY RIDER 

No, FuLi.TdRorri.K is gi'eat to listen to 
and even better to look at. Ironically, its 
weakest point is its gameplay, and its 
ganieplay isn’t even all that weak, Just 
somewhat less cliallenging and more ob- 
vious than it miglit liave l^eeii. The puz- 
zles are fine, but on tlic whole they are 
ovcrshadtnved by all ol' the game’s ex- 
tended movie and action sequences. 

On the briglit side, this makes Fui.i. 
Throttle an ideal starter game for 
someone new to interactive liction or 
who, for whatever reason, might be put 
oir by more taxing gameplay. As for ex- 
pert gtimers, all they have to do is look at 
Full 'FiiROTi'i.E as a highly interactive in- 
teractive movie rather than as a perhajrs 
overly simple traditioiuil adventure game, 
and it all falls into place. 

Full 'I'iiRori'i.E oilers an easy ride, but 
the sceneiy’s tenific, the stoiy’s exciting, 
and even at its simplest the game’s not a 
pushover. All but the most demanding 
gamers will find much here to enjoy. 4r 


THE EDITORS SPEAK | 


FULL THROTTLE 

PROS LucasAris has tiie best writ- 
ers, artists, and voice talent in the 
business, and they’re all in top form 
here; extra jDoints for tackling a 
whole new genre. 

CONS Experienced gamers may 
find the game too short and the 
movie-to-gameplay ratio a bit high. 


while steering left and right with the 
mouse, you’ve got u> pvmch. Hail, tmd 
chtiinsaw your way lo victoiy. What gives 
these action sequences a unique flavor is 
not that the action itself is so much fun- 
even wlien yoti are in control ol what’s 
going on (and you aren’t always), what 


exceeding anything yoti’d expect to see 
in a piece of interactive fiction. To spice 
things tip further, the designers have also 
made use of dramatic camera angles and 
cinematic effects that heighten the excite- 
ment. You can tell that someone invoK’ed 
in Fui-i- I'hrotti.k’s creation has a goot! 


Ben. His Ben is Clint Faslwood culled. 1 
could listen to him all clay. 

Mark Mamili, of Slar Wars and WiNt; 
CoMM/\NDER 111 fame, contributes three 
line voices here, including Ripburger’s 
sinister snarl. Kath Soucie’s Mo sounds 
sane and companionable, which is just 
what the part needs — a lesser actress 
would have taken her cue from the greasy 
overalls and veered olT into caricature. 
And as for the game’s bit parts, how 
wrong can you go when yinir voice talent 
includes LucasArts veterans like Nick 
lameson and Denny Delk? 


ROAD WARRIORS There are a lot of action-oriented scenes in Full THRontE, like this mounted, mano- 
a-mano, ass-kicking competition. 


you have to do is pretty basic. It’s the look 
of the scenes. 

All the vehicles and some of the char- 
acters in Full TiiRorri.E were modeled 
three-climensionally rather than as fiat, 
cartoon-style drawings, and it has a real 
impact on how the game comes across. As 
the game’s various semis and cycles and 
hovercrafts zoom around the screen, they 
have a solidity and a sense of morion f;ir 


grounding in what an action movie is 
supposed to look like — which is what 
you’d expect from a company that has 
ties to George Lucas, but until this game 
it hasn’t really been the case. 

What has always been the case for Lu- 
casArts adventures is that their voice tal- 
ent is impeccably cast, and it’s never 
been more tnie than here. Some of the 
credit lias to go lo the writers, who have 
come up with 
good bantei' 
for the char- 
acters to ex- 
change, as 
well as to 
other pariici- 
juiiits in the 
game’s cre- 
ation, hut lo 
a large ex- 
tent the 
game works 
because of 
Con- 
;ravel- 
ly, deadpan 
delivery as 


Roy 


GRILLED MEAT The use of 3D vehicles and innovative puzzle design combine to 
create gaming scenes like you’ve never seen. 


82 COMPUTER GAMING WORLD • AUGUST 1995 





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Reader Service U39 







REVIEW 


Dont Let It Go 
To ^ur Head 



Take a Brain Dump From Sony Imagesoft’s JOHNNY MNEMONIC 

by Charles Ardai 


H OMNNY Mnemonic is not 'i'he rrst 
I OK William Gibson’s stoiuls to be 
I made into a computer game. Yktvrs 
I ago, when much talk was circTilaling 
l^r about his seminal cyberpunk novel, 
Neiiromancer, being turned into a movie, 
Inteqjlay produced a Neuromancer ad- 
venture role-playing game. The movie 
never got made, the game only made it 
as far as to gain a small cult following, 
and for a while people stopped talking 
about how well suited William Gibson’s 
works were to the electronic media. 

Flash forward: it’s 1995, the Internet is 
hot and hip, any number of hacker- 
themed films are in production {The Nel, 
Hackers, Strange Days), and, wouldn’t you 
know it?, it’s time 
for William Gibson 
to get trotted out 
again for another 
go at adaptation 
heaven. 

Or hell, as the 
case may be. 

“johnny Mnemon- 
ic,” a short story 
from his Burning 
Chrome collection, 
was recently novel- 
ized by science fic- 
tion author Terry 
Bisson, Filmed by 
arlist-turned-direc- 
tor Robert Longo, and turned into a CD- 
ROM computer game by the clever folks 
at Propaganda Code. The film starred 
Keanu Reeves, fresh off his popular tuni 
as the bus-rescuing police guy in Sfjeed. 
Alas, Keanu’s popularity wasn’t enough 


to save this bomb: following the publica- 
tion of unanimously savage reviews, the 
movie died a quick and ignominious 
death. 

What does this portend for the com- 
puter game version? Nothing good, llie 
game doesn’t star Keanu Reeves, but 
that’s more or less the best thing you can 
say about it. In Keanu's place is an actor 
named Christopher Gartin, who struts 
around, bugs his eyes out, and delivers 
lines like “I’ve got to get this data out of 
my head, RalFi!” wilh more gusto than 
talent. In the co-hero role of J-Bone, 
played in the movie by rapper Ice-T, 
Isaac Hayes glowers and does his best to 
look die picture of urban menace. Jane, 
johnny’s nerve- 
damaged love in- 
terest, is played 
here by sitcom 
starlet Clare 
Carey, who fills 
Jane’s requisite 
tank top better 
than she fills the 
role itself. 

The game is all 
done in full-mo- 
tion video that un- 
folds in front of 
you in non-inter- 
active full-screen 
chunks followed 
by interactive segments that are distin- 
guished by being shown letterbox-style. 
Wlien you’re in full-screen mode, all you 
can do is watch as the actors go through 
their paces. When you’re in letterbox 
mode, you’ve got until a given video clip 


finishes to press one of six keys to either 
turn Johnny left or right, maneuver him 
through various locations (there are six in 
die game), or, when facing off against the 
murderous yakuza, make him throw a 
punch or a kick. There’s also a “Use” key, 
which causes you to pick objects up and 
manipulate them, and a “Download” key 
which conies in handy when Johnny fi- 
nally gels all the codes and the hardware 
he needs to get rid of the package he’s 
cariying in his holwired cranium. 

Whichever action you choose causes a 
new video clip to play. If you choose wise- 
ly, the next clip to play shows Johnny 
progre,ssing one step closer to his goal. If 
you choose poorly, johnny bites the dust 
in one of several increasingly violent 
ways. If don’t choose at all, what happens 
depends on the situation you’re in at the 
time. IIThings are calm, the video loops 
around for a second go, and then a third, 
and then a fourth; you can cycle indefi- 
nitely through the same video clip before 
making your move. If things are not 
calm, you find that in diis game as in life, 
you only get one shot at glory. He who 
hesitates is lost, as is he who presses the 
right button at the wrong time. 

LITTLE MNEMO IN 
SLUMBERLAND 

What is this data that Johnny’s got in 
his head? 1 wouldn’t want to give away 
any secrets, but. ..what the hell. It’s the 
cure for “NAS,” which stands for “NeiTe 
Attenuation Syndrome.” There is no 
question that you’re supposed to think 
“AIDS,” just as there is no question that 
the ghetto-dwelling, anarchist “LoTeks” 


Johnny Mnemonic 


Price: $69.95, 

IBM CD-ROM 
and Mac 
System 

Requirements: 

IBM compatible 
486-66MH2 or 
better (Pentium 
recommended), 

8MB RAM, SVGA 

graphics, 2MB hard drive space, 2x CD- 
ROM (3x recommended), Windows 3,1; 
supports Windows compatible sound cards. 
Protection: None 
Developer: Propoganda Code 
Publisher: Sony Imagesoft 
Santa Monica, CA 
(800) 922-SONY 



84 COMPUTER GAMING WORLD • AUGUST 1995 






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Arriving in August 


AcfiVisioH. 

Swing by and win at http://www.activision.con) 


I’ilfiiH! anil Auivfsiini iiiv I'VKiMirut Irailciiiurivs nl'iklivisiiiii. (nt. I’lHiill: Tlii' .Majiiii Ailiciitiiiv is a Iradi'iiiarli «1 Aciiiisiini. Im . Viliiisiim. Iin . 

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Circle Reader Service 1167 





REST YOUR SWEET CHIP ON MY SHOULDER Our syntheti- 
cally enhanced heroes limp through the subway after 
working out on one of Ralfi's thugs. 


SPIDER'S LAO Spider helps Jane get spliced out of those 
uncomfortable genes. The video plays constantly, even 
when a letterboxed image gives the player an opportuni- 
ty to make an action. 


of whom J-Bone is tlie leader arc sup- 
posed to suggest the oppressed denizens 
of inner cities today, or tliat the sadistic 
thugs who, on instructions from a Big 
Corporation, pursue Johnny to recover 
the corporation’s intellectual property, 
are meant to suggest Big Business and its 
fascist lackeys. It’s all a pretry crude cari- 
catLii'e, unredeemed by any of Cibson’s 
cleverness or freshness. 

'Hiere are some dilTcrences from the 
movie in terms of how the stoiy is set up, 
but they’re not substantial. Instead of 
waking u|) in a hotel prior to receiving 
his clandestine upload, Johnny wakes up 
already in the custody of a pair of body- 
guards who work for Ralfi, the cyber- 
sleaze who pimps out Johnny’s medulla 
oblongata as a data storage device. 

Within moments, Johnny finds himself 
with a ihii'd bodyguard, Jane; only she’s 
on his side since she, too, has an ax to 


grind with Ralfi, An attack by the 
yakuza gives Johnny and Jane the 
chance to escape — if you’re fast. 
(Othenvise, it's a chance for them 
to die.) llie rest of the game is a 
lot of running followed by a lot of 
fighting, followed by a lot more 
running, some of it in real space, 
some in cyberspace. Also, a lot of 
emoting by overheated actors who 
look vaguely claustrophobic in the 
game’s dark and confining sets. 

Along the way there are some 
nominal puzzles to solve; mostly, 
these relate to finding the objects 
you need first to enter cyberspace 
and then to accomplish your down- 
load. These objects arc scattered 
around at random each time you 
start a new gtmie. 'fhe designers say 
this random element gives the 
game “infinite replayabiliiy.” Nice 
tiy, but in my opinion the varia- 
tions just make things annoying. 

'fhe fighting has ail the pecu- 
liarities typical of games that limit 
themselves to full-motion video, 
what I like to refer to as “Dioxoon’s 
I^iR syndrome.” At each stage in 
each fight, you get only one 
chance at success: one punch, one 
kick, or one block, and you’ve got 
to pu.sh the right key at exactly the 
right time. Select and time your 
move right and you get renvarded with a 
video clip showing your opponent falling 
down. Click an instant too soon or too 
late and you’re dead. 

People running the game on slow ma- 
chines (anything slower than a Pentium, 
basically) will find themselves at a real 
disadvantage, since the system's various 
delays make timing a matter of pure 
guesswork. Even on a Pentium, players 
are forced to undertake much loo much 
trial and error, which is to say too much 
error. In the manual, the designers write 
that )’ou should “wait a beat or two before 
attacking,” but there is a fine line be- 
tween a beat and a beating, and I was 
never able to find the right rhythm. 

It wouldn’t be so bad if the game had a 
normal “save” function which allowed 
you to save at any point, but it doesn’t: 
you can only save the game at certain lo- 
cations and at certain limes, 'fhis means 


that if you don’t get your jmnehes and 
kicks just right at each stage in a given 
fight — and you won’t, I promise you 
that — you’re kicked back to an earlier 
point in the game and then forced to 
fight your way through scenes you’d 
thought you’d never have to see again. 

The capper is that even if you make 
the right move at the right time, it’s any- 
one’s guess what liappens next. I don’t 
mean that the game is unpredictal)lc — 
that would be good. I mean that it’s any- 
one’s guess what actually happens, since 
the scenes go by so c|uickly, and are 
filmed so artfully, that it can be hard to 
tell just who is doing what to whom. 
Someone’s shooting; someone’s beating 
down a door; something’s racing tltrough 
a subway tunnel. Eveiy thing is dark and 
hard to follow. Cinemalically it’s all vciy 
stylish and mysterious, but in terms of 
gaineplay, stylish only goes so far and 
mysterious is not necessarily a good 
thing. Add in the endless video loops, 
^vhich sometimes can be hard to exit, and 
you’ve got— what’s the kindest way to put 
this? — a mess. 

OUT OF MIND, OUT OF SIGHT 

Eventually, if you struggle through 
enough scenes, you get to watch Johnny 
discharge his duties and save humanity. 
Don’t bother. It’s not worth it. 'fhe movie 
was bad enough, and there you only had 
to see each scene once. 

Johnny Mnkmonic is yet another 
valiant but failed attemj)! to deliver on 
the promise of interactive movies. Even- 
tually someone will get it right, just as 
eventually someone will jirobably jiro- 
duce a good ada|)tation of a William Gib- 
son story. But not this lime. Johnny 
Mnemonic is, I hate to say it, thoroughly 
forgetable. 4^ 


THE EDITORS SPEAK I 


JOHNNY MNEMONIC 

RATING 

PROS Two hours of somewhat in- 
teractive full-motion video, decent 
acting, artful set design and filming. 
CONS fhe stoiy and the video are 
both murky, and the controls will 
leave you with the urge to hurl your 
keyboard out a window. 


86 COMPUTER GAMING WORLD • AUGUST 1995 






• • After A TIME OF PEACE... 

Comes a time of War. 

Now IT’S UP TO YOU TO FIGHT MERCILESSLY, 
Struggling to save a galaxy of planets, 
In the Ultimate Intergalactic War. 


•First full-screen, fast action, interactive game for Windows'! 

{640x480x256 Video Mode) Windows' '95 compatible 
•Graphics rendered in 3D for heightened realism! 

•Literally hundreds of 3D animations! 

•Multi-channel sound effects! 

•Tons of strategic weaponry and resources 
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0 ^ ■$ ■ ■ 

Call 1-800-465-CDCDto order direct, or for the name of your nearest dealer! DISTRIBUTOR / DEAUR INQUIRIES WEICOME! 

For more informolion about Mkroforum ond our products, coll us direclot (41 6)656-6406 or write: 1 Woodborough Ave. Toronto, Ontario, CANADA M6M5A1 
©1995 Mkroforum Inc. All Rights Reserved. 




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Hardware 039876 


64-bit graphics accelerator. Improves PC 
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38602 Gteal NovolBonles III 

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35946 HoH: A Cyberpunk Thriller 

15 

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39^66 !! 39 

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37982 lr,.ide ihe NCAA Bcukelboll 32 

39353 lion Ciou 40 

3 1 1 62 lion Holi* 55 

37465 Isle o( the Deed 32 

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34702 King’s 

37202 Kingdom odhe ForBeoches 

39912 losl Bounty Hunter 

30913 lost Dynosty 

16 

10 

34 

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37 

38 

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36831 legend of Ktyondio III 

36741 irr^rngrch°Zdes..,.!®''.:':::;::: 

37754 linU 386 Pro 

37291 iLodslor 

39 

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35 

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3571 1 lords ol Midnight 

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37939 MTV's Club Dead 

16 

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37713 Mochiovelll: ThePilnce 

35219 Mod Dog McCree II 

38 

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34277 Mogic Carpet: Hidden '^'rlds..,. 

43 

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39940 Moline Fighters ..... 
37567 Mosier of Mogic.. , 

39607 Moja 

38677 Mech Commander. 

34155 MechWonlor II 

34965 Meialleoh: 

31659 MicroioFK 


3914B Modern Ai 


38094 Ms. Melavor' 
33204 MysIMPC.... 

16 Mystery Colli 
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39723 NBA 
39725 NFl Quoirei 
35063 NHL Hooke] 
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39098 Now Hoiiic 
39971 NoVMsildC 
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36364 Operation 0 
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36280 PGA Toor Golf 486.... 

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Pro league Football 7Slh At 


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45 

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39 

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20 

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38583 Shanghai Groat Moments 38 

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31479 SimCity Enhonced 

45 

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38627 Simon the Sorcerer 

30 

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39699 Slipslieai 

46 

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39941 S^ceHulk 

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15 

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38507 Space Sirens 

42 

35 

34296 Spear of Destiny Super CD Pok... 


38208 Star Reach 

29366 Star Trek 25lh Enhanced 

37)93 Star Trek: Judgment Riles 

39732 Star Trek: Omnipedio 

34278 Star Trek: Star Fleet Academy 

34350 Star Tiek: TNG Tech Monuol 

34568 SiQi Tiek: TNG: A Fcnol Urtity 

35 

35 

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38609 Strip Poket 

37090 Subwor 2050 Plus 

39006 Super Street Fighter II Turbo 

19 

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34425 Superhero: Leogue of Hoboken ... 
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33743 TFX: Tactical Fighler 

38456 Tank Commander 

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accepted. .Some items ore nol returnable. Returns require ouliiorizalion # and ore subiect lo 15% 
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When the CEO oF a multimillion-dolbr 
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Expose scandal for fun and profit 
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$300+ valuel Encyclopedic of Life, US 
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I The Master of Dungeon games returns! 
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Virtual Photo Shoot-Vol. 4. Penthouse Pet: 
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IBM CD *401 15 


3.5" ENIERTAtNMENr 

370>t0 1830: ftoilroods & Robber Borons 

35976 1st EncDvniBt 

36454 5]ti FIcbt 

39619 5di FI«| Soanotio Module I 

35877 AD&O Dork Sun: Woke Rovoger 

36068 AD&D Munzoberronzan 

34164 AD4D Rovonlofl: Slrolids Posses 

34302 Advanced Gvilizolion 

37304 Aide Db Comp 

37469 Allan 3 

34695 Atfon legacy 

33809 Alano IniSo Dork II 

3201 I Arcodn 

3334 1 Atono Elder Scrolls 

33708 Armorod Fist 

39913 Arlopart WINDOWS 

30608 Atari 2600 Action Pock #1 WINDOWS.... 
39805 Atari 2600 Action Pock #2 WINDOWS... 

36959 Award Winning War Gamss 

33637 Atris tho Gomecheator 

39007 Boldies 

36027 Batilo Bugs 

33857 BoBio Cruiser 3000AD 

34448 BaBiBdrome 

21151 BobIbs ot Nopotaon 

38662 Bboi iba Housa 

1 1575 Beyond Squad Leader 

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36654 Blood Bowl 

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35715 BreokThtuI WINDOWS 

33941 Brett Hull '95 

39010 Brutal 

27743 Carrier Sinks 

33047 Cosino life: OmoKo Hold ’am.. 

37676 Casino Ute; Texes Hold ’em 

34074 Callic Tatos* Balor Evil Eyo 

39394 Chaos Engine 

32522 ChossMastar 4000 Turbo WINDOWS 

26806 Civilization 

36251 Classics Pinball 

38649 ClockVArx WINDOWS 

37445 Collegiate Pennsylvania State WIN 

37435 Cotleglalo U. ol Florida WINDOWS 

37439 Collogiolo U. ol Michtgon WINDOWS 

37434 Collogiolo UCIA WINDOWS 

35717 Colonizotion 

32930 Cornoncho 4 Mission Disk #1 

22035 Corridor 7... 

36303 Crystal Cokburn WINDOWS 

36087 Cyclones 

33602 D Ocy: Operotion Overlord 

34020 D Ocy; The Beginning csf End 


34 162 Dork Legions 

34765 Down Poirol 

37076 Dosceni 

38295 Ocseti Stake 

39219 Diggers ..., 

34307 Disciples of Steel 

36747 Oiscworld 

33894 Doom 1: Knee Deep in the Deed 

39690 Doom II: Extra levels 

357l90oom II: Hall on Earth 

32978 Dungeon Master 2 

39915 Dynasty loogue Boseball 

39914 Enferloinmcnt Digest WINDOWS... 

3528B FIFA Iniornotional Soccer 

34272 Folcan 4,0 

33664 Falcon: FA 18 Harnel 

36B32 Fighter Wing 


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32880 Fleet Dofondor; F 1 4 46 

35744 Fleet Dolondor; F 1 4 Scenario 30 

36589 Flight Commander II 41 

32632 Flighi Light 21 

37558 Flight Sim: Coribbean Scenery 5.0 28 

36695 Flighi Sim: Europe 4 1 5.0 26 

37557 Flighi Sim: Jopon Scenery 5,0 28 

32901 Flighi Sim; los Vegas 5.0 31 

31728 Flight Sim; New York Scenery.... 28 

3 1657 Flight Sim' Peris Scenery 28 

36693 Flight Sim; Portland 5.0 31 

31273 Flight Slmulotar 5.0 43 

30373 Freddy Phorkos. . 24 

36247 Front lines 39 

34694 Front Poge Sports; Baseball 22 


35314 Front Page Sports: Football 95 

35313 Front Pago Sports: Foolboll Upgrd 95 

32130 Gabriel Knighl 

36607 Gettysburg; Turning Point 

34001 Grtlftiond liso 

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37764 Gool '94 

3708 1 Goldtree Engine 

28300 GoK WINDOWS 

34826 Golf Courses: Banff Springs WINDOW.,, 

34827 Goll Courses: Mouna Keo WINDOWS .... 

34828 Golf Courses: Pinohurst WINDOWS 

36790 Good to Firm 

33704 Great Naval BaBles II 

39086 Greyhound 2 

32594 HordBoll III Diamond Colleciion 

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38076 HordBoll IV MLPBA AddOn 

32122 Harpoon II 

39453 Horpoon II BoBlosoi #3 

37696 Hcrolic 

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36245 High Seos Trader 

27109 Hollyvrood Mogul WINDOWS 

36601 Hudson City 

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31471 IndyCor Rocing 

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30626 Jack Nicklous Signature Tour 2 

31480 Jagged Alliance 

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37527 Legions WINDOWS 

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30372 Lemmings II 

27660 links 386 Pro 

31444 Links: Belfrey Course SVGA 

36148 Links: Bighorn Course SVGA 

34306 links: Costle Pines Course SVGA.. 

39640 links; Devil's Isle Course SVGA 


32478 links; Firestone Course SVGA 

31507 links; Innisbrook Course SVGA 

32479 links: Pebble Beoch Course SVGA.... 

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353 1 9 lode Runner 

34029 lords ol the Realm 

33501 M4 Sherman Tank WINDOWS 

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31433 Master ol Orion 

3 1594 Metol & loco PG13 

33223 Metal & Loco Upgrade Disk NR13 ... 

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32948 Perfecl Gcnerol Trilogy 

25088 Pinboll Fontasios 

30098 Pirotesl Gold 

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30630 Prince ol Persia II 

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31630 Return to Zoik 

36598 Reunion 

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36936 Rise of tho Ttrod 

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21 
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26 

21 

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.39 

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.42 

22 

42 

40 

36 

26 

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35 

20 


38 

26 

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30 

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35 

34 
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36 
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27 
.37 
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35 

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37 
30 
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23 
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Match wits with friends or computer in a 
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33915 

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SimCity Classic 

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32510 Wli«l of Fotiune Deluxe WINDOWS... 

27287 Wing Coramnndor I Deluxe 

36271 Wolf: HunI or 6e Hunted 

34590 Wblfpock 

39727 Vtfeild Hockey '95 

38343 X COM: Terror From the Deep 

35215 X COM: UFO Defense 

28941 X Wing 

32034 X Wing: B Wing Tour of Duly 

30099 X Wing; Imporiol Pursuil 

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32960 SAT NEW Personal Troinet 2.0 

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36011 Absolute Zero CD 

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Customizable electronic puzzle game with 
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38181 Trokker 700MB EXT Tope Bockup 396 


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37036 

3BI63 

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35553 Alphoscon 15 15’ Monitor 379 

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38ISI DiomondPto 15FS IS* Monitor 450 

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37861 HN4838P 14“ SVGA Color Monitor 224 

38390 MulliSyne 2V 14" Monitor 331 

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30388 MulliSyne lens: 2V 52 

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38070 MulliSyne XE 1 5 1 5" Monitor 579 

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35059 SyncMaster 14GL 14" 2aMM 318 

35060 SyncMoster 15GL 15’ 28MM 408 

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34223 SyncMoster 2E 14* SVGA 39MM 231 

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36147 1X3 Simms 70ns (4 Simms) CAU 

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36)49 4X9 Simms 70ns (4 Simms] CAU 

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30884 Overdrive 4a6DX 50 CPU WO/OD CAU 

31505 Overdrive 486DX 66 CPU WO/OD CAU 

35502 Overdrive 4S6DX 66 FOR SX/DX33 CAU 

36727 Overdrive 486DX4 100 CPU CAU 

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36771 Muliisound Tahiti 16 bit.. 249 

31059 Pori Able Sound Plus 142 

32312 ReelMogic Multimedia Ploybock 373 

















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28019 Roland see IBGS SoundCard 265 

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365S7 Tropai 1 6 bit Sound Cord 208 

36580 Video Bkittar RT300 16 Bit 338 

30931 WovaBlottar Daughter Board 148 


SPEAKERS 


35543 ACS 52 Shielded Speakers 86 

39264 ACS 250 Subwoofer 100 

28122 ACS 300.1 Speakers w/Subwooler 200 

36504 Jotz J 51 1 SpBokers 74 

36500 Jo2Z J 590 Speakers 78 

3650UazzJ702 Speakers 120 

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30730 Koss HD 6 MPC Speakers 73 

3B255 Koss HD 100 Speakers 64 

36173 Koss HD SOSpeokers 33 

32220 loblec CS 900 Speakers 56 

32228 loblec CS 1 000 Spookers 48 

30475 Poitnor 570 Speakers 246 

30474 Poriner 622 Speakers w/ Subwoofer 1 90 

33649 Powered Speokei YSTMIOH (Pair] 66 

37714 Powered Subwoofer YSTMSWIO 137 

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38051 A2lech Stellar Double MM Kit 196 

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31809 

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36035 

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39900 

39902 

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31921 ACE 14.4 INT S/R Fox W/Voico 166 

38276 Cardinal MVP1 44E 1 4,4EXT F/M 63 

38277 Cordinal MVP1 44IF 14.4INr F/M 50 

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37974 Connection Pro 19.2INT l4.4Fax 90 

31908 Praciicol PM144HC II INT Fox/Modom 89 

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36266 Seoul 28.8 VFCi VFosi Fox/Modom 129 

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REVIEW 


The King s Kartoons 


Interplay Founds A Line Of Light Animated Adventures With 
Kingdom: The Far Reaches 


by Allen L Greenberg 

T i-ikrI'; is as much charm to the 

I’ROl'ER TEl.I.ING OR A STORY AS 
I'lIERK IS TO THE STORY ITSELF. 
Such i.s the case with Kingdom: 
'I'HE Far Riv\ciiES, Book One, the 
lu st in a series of animated adventure 
games from Interplay. It is the familiar 
stoiy of an evil wizard whose power can 
only be overcome by the recoveiy of cer- 
tain magic items which were manufac- 
tured and hidden long ago for just sucli a 
purj)ose. Now it’s your job to lind them 
and defeat tlie evil rulers. 

'I'he sloiy unfolds as a series of brief 
movies, the Cjuality of which may not rival 
Disney, yet is as good as anything on Sat- 
urday morning television. Characters 
such as the hero, a princess (with the 
nightclub-worthy name of “Grace De- 
light”), good and evil wizards plus vari- 
ous 

supernatural 
creatures are all 
imbued with a 
classical (juality 
which, if they 
would not ex- 
actly impress 
J.R.K. Tolkien, 
might at least 
make him 
smile, The voic- 
es for iliese 
character are 
provided by ac- 
tors who have 

clearly done this ty|)e work before, and 
they play their roles to the hilt. The back- 
ground music, a comljination of renais- 
sance and romantic, also fits in perfectly 
witli the stoiy’s action and events. 

You are Lathan, descendant of a race 



Kingdom: The Par Reaches 



Developer: Virtual Image Productions 
Publisher: Interplay Productions 
Irvine, CA 
(800) 969-GAME 


of deposed kings, 
and heir to a gretit 
deal of magic, 'fhat 
magic now resides 
within five hidden 
relics while the king- 
dom is dominated 
by Torlok, an evil 

wizard who is not particularly anxious to 
relinquish authoi ity. Under the guidance 
and generosity of the Obi-Wan-likc wizard 
Daelon, you begin the quest to recover 
tho.se hidden objects and pin Torlok out 
of business, 'fbis episode of KiNtiDGM fol- 
lows Lathan’s recoveiy oi' the objects, but 
leaves d’orlok’s defeat foi' future olfer- 
ings. However, lest we be deprived of a 
victorious conclusion, Lathan must also 
remove the current king from olTlce and 
rescue Princess Grace (Delight). Many of 

the supporting cast 

are easily recognized 
as part-timers from 
The Lml Of The Rings. 
These include a 
friendly and helpful 
race of wood-elves, 
mischievous yet coop- 
erative fairies, water 
nymphs, a mountain- 
dwelling wizard-lord, 
and an amicable 
huntsman in the 
woods. 'Fhere are also 
a gi'oiij) of frightened 
villagers and an evil 
spirit known only as “'fhe Plague Magi- 
cian” whose purpose in (so-called) life is 
to follow Lathan and bring about his 
death. 

Hie presentiition of the mini-movies is 
similar to the Dr/\gon’s Lmr and Space 


Age laser disc arcade 
games. Once each film 
cli|) concludes, it is 
your turn to make a 
decision. Often, these 
are life and death con- 
frontations so that 
should you make the 
wrong decision your life will be forfeit. 
However, where the solution to the ar- 
cade games often seemed random or 
even meaningless, Kingdom presents a 
series of events which are logically con- 
nected. These are jDuz/.les with solutions 
leading back to earlier parts of the stoiy, 
thus making the game something far 
more than a lesson in hamster-like train- 
ing. 

You have up to three lives to (inish the 
game, although there are ways of restor- 
ing yourself to full capacity. With certain 
important exceptions, you may take all 
the time you desire to make your deci- 
sion. In some instances, however, an 
hour-glass appears which indicates that 
you have only a few seconds to make the 
right move. 

For the most part, the story moves 
along at an undemanding pace. Yet, like 
a traffic-free road ti'ip which suddenly 
comes to an abiupt halt at a clogged in- 
tersection, the story’s endgame suddenly 
imposes an almost im|)ossihle time-re- 
striction on the last few tasks. Unfortu- 
nately, it leaves one with the impression 
that the designers were suddenly desper- 
ate to increase the game’s difficulty by 
several notches at the last moment. 

'Hie movies are a delight to watch, and 
the colorful animation is quite smooth, 
even when viewed on a 33Mhz j)rocessor. 
The text is spoken clearly and refuses to 


AUGUST 1995 • COMPUTER GAMING WORLD 95 









A PLAGUE ON THEE! The "Plague Magician" fol- 
lows Lathan, ready and able to shorten his life. 


be buried under ibe program’s abundant 
sound-liack. Unforiunately, there is no 
text display, and the hearing-impaired 
will therelore be unable to play the game. 

'ITie program allows only one game to be 
saved in |)rogres,s at a time and it is a good 
idea to save after each success. Unfortu- 
nately, this makes trial-and-error a veiy 
awkward means of solving each puzzle. 

'I'he jjrogram features a highly intu- 
itive, mouse-guided interface. The major- 
ity of the screen is taken up by the action 
scene, with a small group of icons along 
the side. You may replay the previous 
movie if you wish, or cut it short if you 


have seen it before. For traveling purpos- 
es, one icon s-witches the action scene to a 
map of available destinations, the names 
of which appear as you pass the cursor 
over each one. Travel to distant areas of 
the kingdom is also magically possible, 
but only when you are well-rested and 
have not been damaged. 

/\long the bottom of the screen is your 
available inventoiy. 'Flie program will al- 
low you to use only certain of your items 
in a particular situation, while the others 
remain hidden. These are embedded in a 
tree branch whicii, like instant fruit, ap- 
pear when their use should at least be 
considered. An open hint, to be sure, but 
not always an unwelcome one. 

Kingdom may be played at either a be- 
ginner or an advanced level, and the two 
versions are sufTiciently dilferent so that 
completion of the former should make 
most players anxious to try the latter. 
'File novice version simply omits several 
tasks, and provides the hero with a less 
deadly path. Although much of the game 
requires that you run simple errands, 
finding one item here in order to get by a 



“I DIDN'T DO IT!" Well, maybe you did. You can’t 
expect the guards to take kindly to attempted 
assasination, can you? 


barrier there, making someone happy 
someplace else, the charm of these char- 
acters, iheir setting and their music, easi- 
ly makes up for the generic quality of 
their adventuie. lir 


THE EDITORS SPEAK I 


KINGDOM 

RATING jit 

PROS Lush sound and gi'aphics, 
charming characterizations. 

CONS Generic stoiy and a sudden 
crush of events at endgame. 


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To become a member and to 
receive your free trees, send a 
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Trees for America! 


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REVIEW 


J 


“ P C. Hovercraft 


Slipstream jooo Turho-Boosts To The Finish 


by Paul C. Schuytema 


T ims may sound str/\ngk, hut for 

Yl'j\RS I HAV1-: HAD 'ITUS INCRLDIBIT 
LONGING TO PLAY A GRLVL SGIENCli; 
fiction liovercraft racing simula- 
tor. Odd, I know, but I’ve been 
known to lock on to wacky concepts now 
and again — I can’t help it. 'fhe thought 
of hovering alone makes me drool, not to 
mention high speed racing while hover- 
ing. Liist year, I jumped at the opportu- 
nity to review OyhfrRace, CyberDreams’ 
voxel-gi'aphics racing sim, hoping that it 
was my dream game. It wasn’t even close. 

But back in Janu- 
ary, I caught a 
glimpse of Si.ip- 
S'l'RLXM 5000. At that 
point it was still in 
developmeni, but its 
potential grabbed 
me. I knew then and 
there that, when it 
was finished, it 
would be mine. 

Well, Si.ii’.stri'.am 
5000 is out now, and 
I’ve logged hun- 
dreds of miles in my 
hovercraft. Mas my 
thirst for hovering 
speed been 

quenched? 

Sl.IPSTRKAM 5000, 

from Software Refinery, part ol Gremlin 
Interactive and published by U.S. Gold 
(whew!), is one good high sjK-ed, blasters- 
out-the-yazoo hovercraft racing simula- 
tor. Make no mistake — this is a gorgeous 
game, capturing high speed races in vari- 
ous locales around the glol)e. It’s only 
drawback is a lack of depth. 



Slipstream 5000 


Price: $59.99 
System 

Requirements: 

IBM compatible 
486-33 (Pentium 
recommended), 4 
MB of RAM (8 
MB recommend- 
ed). 8 MB hard 
drive space, CD- 
ROM; supports 
AdLib, Roland, Sound Blaster and com- 
patible sound cards. 

# of Players: 1-8 (modem and network) 
Protection: None 

Developer: Software Refinery/Gremlin 
Interactive 
Publisher: U.S. Gold 
San Francisco, CA 



(415) 693-0297 





Slipstream 5000 lets you join the 
Slipstream world circuit, which in the 
future has replaced Formula One rac- 
ing. A slipslream racer is a high-speed 
{maximum speed of over 400 mph) 
hovercraft that relies on anli-gravity for 
lift and a turbocharged [xnver plant foi' 
foiward thmst. 

The game has a lighthearted comic- 
book tone to it, from the renderings of 
the pilots and their silly names (like 
'fed “Malibu” Beech, surfer dude, or 
Rysho, the Tokyo bike gang leader) to 
the off-the-cuff 
television com- 
mentary during 
the championship 
races. But the hu- 
mor really doesn’t 
add much to the 
game, which is 
ultimately about 
action. 

I'en courses vie 
for your hover- 
crall’s attention in 
the single race 
mode, but initially, 
you’ll only be able 
to select from the 
Grand Canyon 
and Chicago 
courses. Perform 
sulliciently well (that is, place in the top 
three), and you’ll unlock more tracks. 

Although you’re able to choose yoin- 
persona and his or her slipstream racer, 
each hovercraft perfoi ins identically, at 
least until you start adding on extra good- 
ies later in the championship season. 


AIH'T THAT CANYON GRAND 

Once the countdown starts, you’re oil’ 
on the high-speed Joystick thrashing of 
your life as you attempt to control your 
ship at 350-f- mj)h through the environ- 
ment of your choosing, be it canyon, 
jDyramid or jungle. Slipstream 5000 has 
really hit upon an amazing adrenaline 
pumping balance. You’ll need full 120% 
concentration and the hand of a sur- 
geon if you want to keep your slip- 
streamer under control. I c|uickly 
discovered that if 1 look my eyes oil the 
screen for even an instant (like to switch 
weapons), I found myself getting up 
close and personal with Pleistocene sed- 
imentary rock. 

The graphics, which feature masterful- 
ly rendered texture maps, provide an 
ani]>!e sense of retdity on almost every 
course. One case where things don’t work 
out so well, though, is the Amazon. Here 
(he jungle textures are so mottled that 
drivers will have a hard time picking up 
the visual cues they’ll need to successfully 
navigate the course. 

Racing is the heart and soul of St.iP- 
STREAM 5000, and Gremlin has done an 
excellent job creating a nicely balanced 
|)lay environment. Generally, you lly your 
ship Hat out, decelerating only in ihe 
tightest of corners. The sensation of 
speed is incredible, and the banking ef- 
fecls look great. So what if the designers 
took a few liberties with the flight 
physics — George Lucas, who modeled 
the [light ol’ the X-Wing after a WWII 
lighter rather than a real gi'aviiy-delying 
spacecraft, did the same thing. The bot- 
tom line is entertainment, and when you 
mix in the lurl)o boosters and the in- 


98 COMPUTER GAMING WORLD • AUGUST 1995 






Iliglil combat, you’ve got the fouiidaiioii 
for a hell ofa game on your hands. 

THE 400 MPH POWER-UP 

The presence of power-ups throughout 
a race is one of the best design aspects of 
SiJi'S'i'Ri'.AM 5000. Scattei'cd about llie 
race course, they come in several llavors: 
turbo rccharger, booster (a fi'ee and in- 
stant acceleration boost), engine/control 
repairs, cash (only in the chami)ionsliijj 
races), or my favorite little nasty, the 
blood red "reverse control" power-up, 
which will reverse your controls for a few 
seconds, sending you crashing info a wall 
at exceptional velocities. 

Si.iPSi'KM-wi 5000 also handles combat 
nicely—il really provides an extra dimen- 
sion of gameplay. The blaster, basically a 
low-j)()wer laser, is the default wea|)oti, 
and although you cait upgrade to a better 
weapon, it can cany you all the way to a 
championship, provided you move like 
Speed Racer. Hitting your opponents 
with blasters damages them only slightly, 
but it does slow them down a bit. One of 
my favorite tactics is to come up behind a 
comjjciitor, lake an inside line through a 


place they llnish in. At the end of ten 
races, the driver with the most points wins 
the sinfTy gold Sli|^slream 5000 trophy. 

In addition lo racing for the champi- 
onship, you’re also racing for dollars. Cash 


tained enough damage that \'our top 
speed isn’t what it should be, or your jo\ - 
stick will appear to be mired in rice pud- 
ding. As a drawback, on nearly ever}- 
course the magic tunnel of regeneration 
will slow you 
down, maybe 
even causing 
you to drop 
back a few 
places. 

rhe compe- 
tition, I’ve got 
to admit, is 
pretty stiff, and 
unlike some 
other “real 
world’’ racing 
siins {where 
you feel that 

you never [^Qyp sijtjjng around at 390 mph blasting foes in your path will make trav- 
have a chance el-weary commuters smile, 
to make up 
anv ground), 

you can reallv cook on these courses. But 
beware: no matter how slick you are, \’ou 
almost always have some anli-gra\’ hot- 
shot d{)ggingyour tail. 


()!' course, 
the usual cock- 
pit and chase 
views monitor 
the action, but 
there is also a 
I'Y view that 
switches camera 


SLIOIN' ALONG IN MY HOVERMOBILE Slipstream races take place in a variety of 
locales, including the Grand Canyon. 


big lui'ii, lay in half a dozen shots on his 
or her hull, and then blast past. Foi- iho.se 
hell-bent on destniction, it is jjossible lo 
completely annihilate your ojjponeiils, 
but you'll need to purchase some ol' the 
more exotic weapons lo do this. 

Kacli course has a “pit row” or lutinel 
that pi'ovidcs access to an energy held 
which fully reptiirs your racer. This is im- 
poriaiit because at limes you’ll have siis- 


angl 

es on 

the 

fly^i 

s well 

as a 

fully 

cusromiz- 

able 

cxie 

rior 

view. 

Obviously, 

the 1 

alter 

two 

views 

are 

best 

re.sen 

'cd I'fir re- 

plays 

. I 

had 

mixei 

:1 feel 

ings 


about SriRS'i RfAM’s I'eplay feature: 1 could 
replay a race in its entirely, but couldn’t 
(list (bnvard through it to see my bi'illiani 
llnish. And there was no way for me lo 
save my best races. 

RACING FOR THE COLD 

[list like uur modci'n-day racing cham- 
pionships, each racer earns points during 
the Slij)stream season depending on what 


plays an imjiortani role during the ebam- 
j)ionship season; each S50 ]Dower-up 
grabbed during a race and each contest 
won puls extra money in \'our pocket, and 
ultimately into your car. Unforlunately, 
the payouts arc jireuy jialny, even for a 
first place lliii.sh. Thankfully, you don’t 
need that manv add-ons to win races — you 
just need to drive like a bat out of hell and 
liave a good turbocharger. 

Racing the circuit is a ton of fun, and 
I've got to sa\- that mv wrist often felt like a 
siring oi'wel spaghetti after driving more 
llian two races in one sitting. But I must 
confess that I was disappointed with the 
fanfare I recei\'ed when I captured the 
coveted trophy of champions: there wasn’t 
any. After driving that hard, that well, I 
expected something a little better than 
nothing; I sure think I earned it. 

GET YOUR HOVERCRAFTS 

Si.ii’S|-Ri-:\M 5000 also offers multiplay- 
er ])lav in two formats. The first, whereby 
lAvo racers compete on a split screen on 
the same machine, is fun once or nvice, 
but the screen is Just loo small and the 
gra])hics loo slow. 

Netivoi'k jday is a another story. The 
head-to-head racing is gi'cai; although 
the action doesn't move as fast, racing 
against your I'l'iends is a lot less pre- 


''jJ 




AUGUST 1995 • COMPUTER GAMING WORLD 99 



I 


i 

1 


J 


I 



(lictable and coiisc(|Uciui)’ more enjoy- 
able. I would rccojiimend at least a 486- 
66 ii' you want to get (our players racing 
simultaneously. Move iij) to Pentiums 
and you’ll be able to invite more friends. 

TO THE MARROW 
OR THE BEAST 

Ail in all, Si.ip.strk.a.m 5000 is a riot to 
play. This action racer really captures 


the I'antastic feel of whipping through a 
canyon at 400 miles per hour, and the 
graphics arc well done indeed. It cap- 
tures the feel of “near future anti-gi'av 
hovercraft racing” to a “1’.” 

But it is not without its Haws. I would 
like to be able to qualify for races. I'd 
like a little more uniqueness in the per- 
formance of the various racers, and the 
ability to tweak them a bit more. And 
there’s the already 
mentioned cham- 
pionship reward, 
or lack theieol. 1 
know that these tire 
minor (piibbles, 
but they’d still 
make the game 
better. 

But I don’t think 
that's the heart of 
the mattei'. I’m 
concei'ued that this 
game just won’t 
provide as deep a 
gaming experience 
as gamers arc used 


WEAPONS ‘R US Depending on your race performance, you'll have the 
opportunity to upgrade your ship with turbo boosters, targetting systems 
and 11 different weapons. 


to seeing. As one CGIV editor told me, 
“After lour or five hours, I had sucked 
the marrow out of it.” For me, the time 
was considei'abiy longer, but in the long 
run 1 had the same reaction. Sure, Si.iP- 
5000 is a barrel o’ fun, but I'or 
how many hours? Do gamers really 
want to droj) their hard-earned money 
on a game that they’ll master in a week, 
even if it is a week of high-speed fun? I 
guess that just dej)ends on how badly 
you’ve been yetirning for a good 3D sci- 
fi hovercraft simulator. You already 
know my answer, ir 


THE EDITORS SPEAK I 


SLIPSTREAM 5000 

PROS The races are exciting and vi- 
sually breatlitaking, communicating a 
great sense of speed. Loads of fun. 
CONS 'I'liere’s not much depth to 
the whole package, and there are few 
retvards I'or racing well. 


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REVIEW 


First Encounters 
Of The Worst Kind 

GameTek Tries To Create A Universe, But Ends Up With A Fistful Of Bugs 

by Jason Kapalka 




I S IT MY IMAGINATION OR DO COMPUTER 
GAMES Al’PIvm TO BE GEITING SHORTER 
AND SMALLER? THE SPRAWLING, 
hundred-hour role-playing epics ol' 
yore have given way to “interactive 
movies” that exhaust their potential in a 
few evenings. Games with the scope of 
Cmliz-ALION and SiMCm' have been suc- 
ceeded by exercises in micro-manage- 
ment like CoLONiZ-AnoN and Si.mTower. 
The era of the epic game, some might ar- 
gue, has passed. 

But the free-form epic has a certain 
grandiose charm, 
doesn’t it? The 
idea is appealing: a 
completely immer- 
sive artificial world 
where you’re 
forced into no par- 
■ ticular role or situ- 
ation, a world 
where you forge 
your own crises, tri- 
umphs and fail- 
ures. One where 
you can play hero 
t or villain or both as 
1 you see lit, shaping 
and being shaped 
by a constantly changing milieu? Only a 
few products ha\'e even dared to stab at 
this awesome ideal: Sid Meier’s Pirates 
was one, CGlTHall-of-Famer Starelight 
another. And then there are the most 
ambitious attempts of all, David Braben’s 
Eli te, its sequel Frontier, and now the 
third installment in the series, Fir.S'I' 
Encounitrs. 


THE GALAXY IS YOURS 

First Encounters, like its predeces- 
sors, is an open-ended game of s|)ace 
trading, exploration and combat set in an 
environment almost too vast to compre- 
hend: the Milky Way galaxy, modeled 
down to the individtial buildings, bridges, 
rivers and mountains on each planet or- 
biting each sun in each of several thou- 
sand star systems. As in Eli'TE and 
Fron tier, there is no way to “win" per se. 
Sure, there are some goals, btit they’re 
loose, ambiguous ones any space ace 
woidd want: a 
huge forltine, a 
really big ship 
(tistially with a re- 
ally big gnn), a 
combat rating of 
“Elite,” higher 
militaiy rank with- 
in the Federation 
and the Empire, 
or just space drill- 
ing. FlRS'l' En- 
COUN'TERS does 
add a plot of sorts, 
involving the alien 
I'liargoids from 
the first game, but 
it’s relatively unobtmsive and you’re free 
to ignore it if you like. 

ROCKET MAN 

You start the game with a small one- 
man fighter and via trading, smtiggling, 
bounty-liunting, piracy, assassinations, 
mining, courier and military duty, tiy to 
upgrade your ship and reputation in or- 


dei' to get bettei' ships, more money and 
more respect. Cul-throai Ixitinty luinter 
or honest trader — it doesn’t matter. Both 
approaches have their repercussions, and 
lhanklully the game doesn’t force you 
into any particular role. 

The galaxy’s jxilitical balance, defined 
by three blandly-titled galactic supeiqiow- 
ers (Empire, Federation, Alliance) is now 
in constant lltix. Five separate newspa- 
pers now give you the skinny on the latest 
skirmishes and intrigues, along with \'ari- 
otis htiman interest stoi'ies, classilied ads 
and scientific tidbits. Dozens of opporiu- 
nities for profit are contained between 
the lines of these stories. If a jrlague 
breaks otii in the Soholia system, for ex- 
ample, traders will llnd they can charge 
the Soholians exorbitant prices for ship- 
ments of medicine. When civil war en- 
gulfs a contested system, the 
mercenaiy-minded can undertake mis- 
sions to assassinate rebel leaders or, fail- 
ing that, get contracts on pilots who 
successfully perform stich hits. 

As a result, FlRS'l' Engoun'TERs’ universe 
leels more alive than either of the previ- 
ous games: events march on independent 
of your own agenda, but yotir actions alter 
the course of those events. But while this 
is the deepest change in the engine, it’s 
not the most obvious. Most players will 
immediately notice the improved texture- 
mapped polygon graphics. While not on 
par with high-end sims, the graphics are 
quite spilly and incredibly detailed. And 
you have the freedom to check out any 
planet, base, shij^ or star from any angle 
or distance. 'I’hose who liked the idea of 


First Encounters 


Price: No SRP 
System 

Requirements: IBM 
compatible 486/33 
MHz or better 
(486/50 MHz with 
Local Bus recom- 
mended), 5 MB 
RAM, 10 MB free 
disk space, CD- 
ROM; supports Advanced Gravis, Sound 
Blaster and 100% compatible sound 
cards. 

Protection: None 

Developer: Frontier Developments 
Publisher: Gametek 
(800) 426-3835 



loa COMPUTER GAMING WORLD • AUGUST 1995 





SVGA graphics and a 3D-rendered 
cinemalic introduclion for a 
heart-pounding experience. 


Network play for 
up to 16 and 
Head-to-Head 
^(ulem play. 


Visit Capstone Online: America Online (Keyword: 
Capstone); Software Creations BBS (506)365-9352; 
CompuSen/e: Game Pub A+ Forum; Web Page; 
http://www.gate.net/-intracor/ 

To Order Call: (305) 373-7700 • (800) tNTRACO 
• BBS (305) 374-6872 


Software <£14995 IntraCorp, Inc. All rights reil^ed. Artwoi; 
engine lii^nsid 3D REALMS ENTERTAiNMENT. WitS 
The Pinnacle ofghtertainment Softwar^,|||||^demarks ^ 


Irn'RA CoRP 


\ OAR6 TO eWTeR. 

. Tloe speLL IS CAST 

TplS PaLLOWCCM! 






Ottet' 


pOStG’ 


ia\\s 


Powerful Build Engine 
exclusively licensed from 3D 
Realms gives players freedom of 
movement, ftight and control like 
, no other first person game. 


Fight with hand-to-hand Gothic 
weapons, spells and props in this 
huge multi-layered playing field. 





Jf! 


IJ 


I 



RIDE ‘EM. SPACE COWBOY Although the flight controls 
have been made a little easier, novices will still find First 
Encounters’ space combat a little perplexing. 


Microsoft’s Space Simul/VJOR but thought 
it could have used a little rnore Star Wars 
in it will love FiRsr Encounters’ astro- 
nomically accurate universe and realistic 
space-flight model. Even gamers like my- 
self, who’d rather just turn on the autopi- 
lot and snooze till they reach the next 
port, will be awed by some of the “natur- 
al” s])ectacles. I was blown away when I 
witnessed a beautilul daybreak over the 
icy blue surface ofTiii'ner’s World framed 
by a baleful ringed gas giant hanging in 
the sky beyond. 


Although a iew new toys make naviga- 
tion and piloting easier, if you’ve never 
played Fron'I'IER or Ei.ite the learning 
cun'e is a pretty steep hill. Not the sheer 
cliff of, say, Falcon 3.0, but you still 
wouldn’t want to park your car on it, 
There are now nearly 50 ships you can fly 
in or fight against, each with significantly 
different flight characteristics. Further- 
more, the physics of space combat have 
been fudged slightly in favor of playabili- 
ty; you’ll no longer go flailing past your 
opponent at three-quarters the speed of 
light. It’s still quirky and it feels nothing 
at all like most other space-combat sims. 


but it works. Bobbing and dodg- 
ing through a forest of laser 
lances, tiying to gel a bead on an 
elusive pirate fighter while jam- 
ming or outrunning missiles, is as 
tense and exciting as any flight 
combat game on the market, 

THE ATMOSPHERE 
THICKENS 

On paper, First Encounters 
looks like it has achieved the Holy 
Grail ol' ncar-inlinitc re|)layability. 

On j);iper, this game looks 
like a sure-shot. However, far from 
being the last game you’ll ever 
need to buy, it’s almost the last 
game you’ll ever want to. How, you 
ask, could the publisher take 
something that looks so good — 
like a classic in the making — and 
screw it up so badly? 

The recipe is simple. For 
starters, the designers hired eight 
programmers, seven writers, five 
artists, two dozen video-clip actors 
and no play-testers. For the fact 
that the North American release 
of Fir.st Encounter.s is playable 
at all we have a legion of unpaid 
beta-testers to thank: the entire 
game-playing poj)Lilation of the 
UK, who were sucker-punched by 
an initial release version so bmtal- 
ly, unplayably buggy that doing 
something as simple as looking at 
Mars could crash your computer, 
corrupt yoiii’ save files, and dial 
up two hundred dollars worth of 
bills to a phone-sex line in the 
Dominican Republic. 

Even with the “improved” version un- 
leashed on the US, there are so many 
bugs, glitches and twitches of so many fla- 
vors that it’s frankly inijjossible to count 
them all. Sulfice it to say that I discovered 
a new bug practically eveiy time I played. 

Next, some ciyptic and unbelievably bad 
design decisions wei'c made. Decisions so 
bad, in fact, that the quote, “it’s not a bug 
it’s a feature,” is particularly applicable. 

And finally, the designers seriously 
threw the game balance out of whack. 
Boring, relatively safe trade routes are 
the most profitable in the game; tough 
assassination Jobs that require patience. 


split-second timing and cunning |3ay less 
than moving a hold I'ull of tomatoes to 
the star next door. Mining, piracy and 
bounty-hunting, theoretically all possible 
careers, are particularly diflicuh and un- 
remunerative. Practically every star sys- 
tem is filled with pirates, so that the 
player has to blast past more than half a 
dozen space rogues on each and eveiy 
visit. And the climaciic Thargoid mis- 
sions, the “story” at the heart of the 
game, are ihorouglily tedious. 

OH HEAVENS! 

It really is a ciying shame. Peeking out 
from under all these gi'Otesqueries is the 
game Braben and Co. were aiming for, 
and it’s a gem — perhaps ihe closest any- 
one has yet come to that mythical, epic 
dream of an entire simulated universe. It’s 
still possible First Encounters could 
achie%'e dial dream, bui it'll take a mighty 
fix-up effort from Gametek, 3vho so far has 
been more interested in dciq’ing and ra- 
tionalizing these errors than in repairing 
diem. In its present slate, this game is not 
completely unplayable, but it is definitely 
unfinishable and unenjoyable. If ever you 
were to heed the advice, “Wail for the 
patch,” do it with this half-cooked game. 


THE EDITORS SPEAK I 


FIRST ENCOUNTER 

PROS Almost the greatest open- 
ended space trading/exploration/ 
combat game ever. Almost. 

CONS The biggest complement of 
bugs, glitches, twitches, and design 
oversights since Ou'iT’OS'i’. 



PLANETFALL Entering planetary orbit without your autopi- 
lot is a risky proposition. 



IRES CHiafi space cop displays the elegant clothing 
styles of the 33rd Century. 


106 COMPUTER GAMING WORLD • AUGUST 1995 






■ R ^ Ireland was tar removed Irotn llie niainiand 

fgpjl eiviiizations of Europe, the early Celtie lril)es were locked in a hitler war 
with tlieOtlier World. Tlie tribes ofEiie were joined as one people, theTiiatha 
de Dannan. Their Otlier World enemies, who lurked off the islands shores 
were knowii as tht; Fomors, their po^veifiJ leader, Balor of tlie Evil Eye. it 
Wdien you enter Celtic Tides, you enter die turhiilent struj^le to .save 
Hjlit the trilies of Em^ from Balor's evil. Tired and broken, your people have litde left to — 

give to die struggle. Regarded as an intrmlm', your task is to ndiuild the land, strengtlien die 
tribes and become Iligli Rider of Eire. Then with your trusting (diainpions, you must seek out the 
l[|[^ magical Runes, some of which are locked in Ralor’s grasj). Once in your possession, the Runes will 
^ eni])ower your Bards ami Diiiids idtii thv. nmgie needed to for(“(! tlii; Fonioi-’s back to die Odier World! 

B i li Flay 1 of 8 myllucal characters from the talcs, including the war goddess 

8 Mcdb and Lugli die god of Light 

I S Experiment widi Rune magic, procure new Runes & expand your magical powers 
W II Recruit Bards, Druids and Wairiors to assist you in your quest ^ 

a m Direct your champions to develop the provinces you control ’|H 

II Mgn die tribes to vour direction in a quest to become High Ruler ;H 
lYoiti. 1 ) 10 mxinii: m Take part in IHbal Council to learn of Raloi^s movements as well iH 

as the status of vour champions and tribes ™ 

mam n Cany out catde raids on neighboring provinces and use 
them as barter for valuable items 

m With its RFC stj le game play, you must collect the Runes 

m AR commands are animated throughout your turn 
1-4 players with two exciting scenarios 


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Available for IBM PC, 

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REVIEW 


Tough As Timex 

Spectrum HoloByte’s CiOCKmRX Dishes Out A Lickin’ And Keeps On Tickin’ 

by Arinn Dembo 


I ALWAYS Al'l’RKCIA'rr. A LITI'LK C-OSMIC 
IRONY. SURl'l.Y WL ALL RLMLMBER 
ALLXRY PAjl'lNOV— ONi: Ol- ‘I'llL 
industiy’s few celebrity designers, a 
man wltose name liolds rank with 
that of the nefarioiLS Rtibik. It was Pajit- 
nov who, in tlie mid-80’.s, unleashed 
'I'l'Vi'Ris on the unsuspecting world. In an 
age of ergonomics and maximum pro- 
ductivity, Tktris was one of the most pop- 
ular and addictive lime-wasters ever 
devised. People sal goggle-eyed in front 
of the screen and 
played it for hours at 
a time until their 
corneas turned to 
corn cltips. Tiurls 
I became the bane of 
every corporate 
bean-counter and ef- 
ficiency expert, eveiy 
concerned parent 
and retentive boss — 
anyone, in short, 
who would prefer to 
open a vein rather 
than see someone wasting time. 

'riiat's why 1 find it ironic that in 1995, 
Alexey Pajitnov has endorsed 
CLOCKwr.RX, I say “endorsed” because, 
despite the fact that his name and face 
are all over this product, Pajitnov seems 
10 have had no involvement whatsoever 
in its design, pi-ogramming or concep- 
tion. Ci.ocKWKRX, by Spectrum 
HoloByte, is a new action puzzle game. 
The playing piece is a clock hand which 
flips, revolves, bounces and savings across 
a field ol' anchoring dots. And the fact 
that the game is based on the mechanism 
which marks the passage of lime is quite 
appropriate, considering how much time 
I happily wasted playing it. 

The object ol’the game is to guide your 
clock hand through a gauntlet to the 


“goal dot,” a shining beacon of safely on 
the other side of the playing field. Time 
is of essence; if the timer runs out, you'll 
self-destmct and will have to siai'l over al 
the beginning of the level. Furthermore, 
if you do make it in time you’ll get extra 
points ba.sed on the number of seconds 
left. On the other hand, you’ll be templ- 
ed to dawdle a bit and pick up the “bonus 
dots” which are scattered in a variety of 
homicidal locations around the board. 

There are, of course, some hazards to 
navigation: spikes, 
bombs and doors that 
can suddenly crush 
you; oil globs which, 
once activated, will 
pursue you across the 
screen; and enemy 
clock hands that don't 
signal before they 
turn. Touching any of 
these will destroy )’our 
clock hand and force 
you to start over. 'Fhe 
key to avoiding them 
is timing. Dodging past an enemy clock 
hand, for example, requires the same 
sense of the moment as ski])ping rope on 
the |}layground — you have to Jump in 
and Jump out at precisely the right inter- 
val to make it. 

Clockwkrx has a number of features 
that make it a Joy both to load and to 
play. It installs completely from CD- 
ROM or floppy disk, doesn’t reciuire out- 
rageous power from your system, cind 
uses its copy protection only once ])er in- 
stallation. It plays from Windows without 
a hitch, although you might need to shut 
down the larger applications and any 
other apps which want to access your 
sound card, .^id it offers a “time limit” 
feature which I can’t recall seeing in oth- 
er games of this type; before you begin. 



DON'T MOCK THE CLOCK Ciockwerx gets frenetic 
fast, but unlike games like Tetris, it doesn't get 
fast frenetically. 


yoti can set a limit, any inter\'al from 5 to 
.5.5 minutes, to the duration of the game. 
At the end of the time allotted, the game 
will pause and ask if you’d like to contin- 
ue (the idea, of course, is that you say 
“no”). Anyone who has ever looked up 
from a game of Tetris into the eyes of a 
disgruntled supen’isor will realize that 
Ci.otiRWLRX is the perfect office compan- 
ion, ideal for a 15-minute coffee break. 

As action jjuzzle games go, this one is a 
cm above average. It requires both analy- 
sis and band-eye coordination, but avoids 
the trap that the majority of arcade 
games fall into— it actually gets harder, 
rather than Just faster. I recommend it 
for anyone frivolous enough to keep a 
Clanies menu in Windows, and for any- 
(me who needs a little diversion. ..without 
wanting to lose track of time. 4r 


THE EDITORS SPEAK I 


CLOCKWERX 

RATING 

PROS Smarter than most arcade 
games, I'asler than most puzzle 
games, and you can limit the dura- 
tion of play. 

CONS Cleis hard fast. Doesn’t like to 
have any other big applications open 
in Windows. 


Clockwerx 


Price: $26.95 
3.5" floppy and 
CD-ROM 
System 

Requirements: 

IBM compatible 
486/33 MHz or 
better, Windows 
3.1 or better, CD-ROM, Windows- 
compatible sound card 
Protection: Documentation Check 
Publisher: Spectrum HoloByte 
Alameda, CA 
(800) 879-PLAY 



108 COMPUTER GAMING WORLD • AUGUST 1995 








MechWarrior, BatlleTech and 'Mech ate registered trademarks of FASA CORPORATION. 
Activision is a registered trademark of Activision, Inc. 

Circle Reader Service t>68 








REVIEW 


1 

Swinging For The Fences 

Stonnfront Studios Goes For The Long Ball With TONY La Russa. j 


by Jim Gindin 



Tony L\ Russa 3. Here is a game (hat 
has a lot of talent, especially in the I'eaini 
of graphics, but it also siill'ers from some 
design weaknesses. Those weakness are, 
in keeping with our analogy, in the areas 
of pitching and lielding. It’s still a line, 
line game, but, like the ‘86 Sox, is just a 
few critical outs away from being a World 
Series Champ. 


A BEAUTIFUL DAY 
FOR A BALLCAME 

On the visual front, it’s clear that 
Stormfront paid attention to details. 
Unlike other simulations, when your 
outfielder sprints into the gap to make 
a play, he gets a little smaller because 
that is how he would look from your 
box seat behind home plate, fhe run- 
ner sliding into second kicks up a little 
dirt. Players have realistic shadows cast 
by a definite light source instead of the 
conventional little gray circles most oth- 
er games use. And the 28 major league 
stadiums, rendered in AutoCAD, are 
simply gorgeous. 

All of this combines to make 'foNY U\ 
Rli.ssa 3 look more like a real baseball 
game than anything previously produced. 
Hardbai.l IV, released early this year, is 
also easy to look at, and even features 
better artwork in some places. But it 
is a cartoon-like environment with 
the feel, dimension, and game- 
play of a company softball 
game. With its outfields 
dra^vn to scale and its realis- 
tic motion-captured playei' 
animations. La Rus.sa 3 
looks and feels like the 
genuine article. 


B oston Rkd Sox fans rfmfmher 
wKi.i, TiiK Autumn of 1986, 
Tlioucai •IllltY’n CERTAINLY LIKE 
to forget il. Their team had 
taken the American League 
pennant, and they were confident going 
into the Series. They had every reason 
to— they had an excellent team wiih tal- 
ent in cnicial areas, es])ecialiy at the bat. 
But when the cleats hit the clay, two key 
components — pitching and fielding — 
broke down, and the Sox were refused 
the ci-own. Is it cruel to Sox Ians to revive 
the images ol'Bill Buckner’s booted “rou- 
tine” ground ball and the wild pitches 
tliat immediately follotved? 

Perhaps so, but it is done for a reason. 

rhere is an 
analogy here 
behveen the 
‘86 Red 
Sox and 
Stormfront 
Studios’ latest 
baseball 
simula- 
tion. 


I Tony La Russa III 


Price: $69.95, 

CD-ROM only 
System 

Requirements: 

IBM compatible 
386-40MH2 
(486 recom- 
mended), 4 MB 
RAM (8 MB RAM 
recommended), 

SVGA graphics, 6 
MB hard drive space, CD-ROM; supports 
Sound Blaster and compatible sound cards 
Protection: None 
Deveioper: Stormfront Studios 
Publisher: Electronic Arts 
San Mateo, CA 
(800) 245-4525 

PITCHER, PITCHER 

L\ Ru.ssa 3 excels as an action game, 
largely due to its luscious graphics. But a 
gorgeous pitcher-batter screen and sharp 
animations are counterbalanced by a 
couj)le of significant flaws in the pitching 
and fielding models. 

My biggest beef lies with the way pitch- 
ing has been implemented. Like most 
games, you select a pitch from a menu of 
four and then select a location. But, un- 
like real baseball (and Hardball IV, 
w'hose pitching model is great), you can 
redirect a pitcli in midair as it approach- 
es the plate. While some might argue 
that this feature enhances the action, I 
can't for the life of me figure out how. My 
suspended disbelief is ruined completely 
when I can throw an inside slider that 
breaks back outside at the last minute. 

Unfortunately, the pitching problems 
don’t end on the mound. From the bat- 
ter’s box, all pitches look so similar that 
it’s hard to determine what type of pitch 
is appi'oaching until it gets within a few 
feet of tlie plate. 'Phis excludes knuckle- 
balls, which wave back and forth in a 








rather jMclurcstjiie, bur ludicrous maii- 
uer. One oilier discrejiancy I noticed is 
that eveiy once in a while, the pitching 
sinijily I'alls apai'l. A few times. I’ve wit- 
nessed opjiosing pitchers walk more than 
hatters in a game, I'ailing lo hit the 
strike zone even once until the bases were 
loaded. 

.Alter hardwood meets tightly wound 
letilher, it’s time to move your llelder into 
position lo make the jilay, 'Fhe standard 
“colored circle of catch” is your guide; 
maneuver your lielder to the 
center of (he circle to make 
the play, hut beware the 
wind, which in some ball- 
parks can really move ihe 
ball. Although fielding fell 
much more comhiriablc than 
pitching did, i was still a little 
frustrated by a couide of 
things. Instead of throwing 
the hall to the base, your men 
in ihe field throw to the base- 
man, regardless of his loca- 
tion. So vour shortstop makes 
a nice play in the hole and 
fires (luickly to first just in 
lime. But the first baseman 
never marie it over the hag; 
consecjuenily he catches the 
ball completely out of posi- 
tion. End result: base hit. 

A CAME OF 
NUMBERS 

Statistically speaking, L'\ Ru.ss.a -5 is, for 
tile most part, excellent. I lands down, it 
heals most olhei' games on the market 
(certainly the action-based ci'owd) and 
even comes close to matching the perlbr- 
mance of the slalistit:ally solid Si'RAt'-O- 
M.-vric. While ESPN B.askb.m.i. ' 1 ONtrarr, 
SloriutVont’s other baseball project, 
lacked depth, 'foNV i..\iu:.s.s.\ has plenty 
of numbers for the stat-hased Junkie. 
Plus, (fRONf P.-uit; St’ORf.s; B.vsiuut.i. fans 
lake note) phn’ing through ati entire sea- 
son only lakes a couple of minutes on a 
high-end machine, and not much longer 
than that on a slower system. 

'fhai’s not lo say that a fenv cate- 
gories — stolen bases, puiouis and er- 
rors — could use a little line liming, it's 
also a lari loo easy for a halter to hat .-100 
or hit 05 home I'uns. 1 even saw 40-\’ear- 


old pitcher Charlie Hough, wlio didn't 
have a stolen base in 25 seasons, swipe 
second ahead of a pretty good throw. But 
still, this game’s statistical engine is miles 
ahead of H.ARDii.Nt.i. I\'. pRoxt P.UU' 
Si’ORiS B.-\st:B.-u.i. and most of the other 
baseball sims ciiri'entlv on the market. 

'fhere is one big problem however, al- 
beit not a game-tilting one. 'fhis Haw is 
not a result of broken down algorithms 
or stilted probabilities. Instead it seems 
to be the results of scA’eral rules misin- 


BYE, BYE, 

MR. Al 

During the cour.se of a season, the AI 
will, in general, make the jU'Oper roster 
assignments, rejdace injured players and 
distribute playing lime in a realistic fash- 
ion. But during the game, despite the 
wealth of Hi Russa advice available just a 
module awa)’, Mr. Com|)uter Manager 
can't make e\'en simple decisions proper- 
1\’. I like the idea of creating managerial 
profiles by assigning percentage points to 
iiboul a dozen game situations, 
but it just doesn't work out the 
way it slumlcl. 'fhis results in 
not-so-smari managerial deci- 
sions like pinch-hilling for a 
(^ecil fielder at the end of a 
game with your team down by a 
lew runs. 


GRASS ROOTS MOVEMENT Tdhy Larussa Ill's graphics are the most attractive 
to date, with real shadows, AutoCAD-rendered stadiums and nicely mod- 
eled fielding. 


lerpi-etaiions. The game charges errors 
when it shouldn’t (like when a llelder 
makes a throwing error that doesn’t re- 
sult in an advanced base) anti none 
when it should. 

And forget about 
counting earned 
runs properly. Fur- 
thermore, very 
simple rules, like 
awarding a single 
rather than a dou- 
ble when the bailer 
aflvances to second 
on a throiv and the 
indeld Hy rule are 
overlooked entire- 
ly. Problems like 
these make me 
wonder if the de- 
signers compleiclv 
understand how to 
score a game. 


VOICE-OVER 

Instead of hiring just one fa- 
mous announcer to do the play- 
by-play, Stormfront decided to 
hire three: Mel .Allen, Lon Sim- 
mons and Hank Greenwald. 
Sadh', this is a metaphor for the 
rest of the game — more is not 
necessarily better. Each an- 
nouncer reads the same script, 
which is limited, repetith-e and 
ollen out of synch with the on-screen ac- 
tion. Even fi.ARt^B.M.l. I\’, which only uses 
about 21 MB and one announcer, has 
moi'e \’ariety, and al least .Al Michaels 
mentions the i)layers by name. La 


DELIVERANCE The pitcher-batter screen is excellent, with two separate 
views, but realistic ball players will want to avoid tossing triple curve 
sliders down the plate. 


AUGUST 1995 • COMPUTER GAMING WORLD 111 



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Russa's announcers do 
not. 1 got really tired 
of hearing, "at bat, the 
speedy oiiil'ielder. 
He’s hitting .^98 
against riglu-liaii- 
ders,” before every 
pilch to Bariy Bonds. 
But this is more of a 
problem witli voice 
play-by-play in gener- 
al. I'hankfully, the 
narration can be 
turned off. 



BY THE NUMBERS Tony La Russa Ill's statistics are accurate and easy 
to get into. 

Major Leaguer has a career that lasis 17- 


GM CHALLENGE 

In Tony’ L\iujs.sa 3’.s 
defense, it does extend 
the genre a bit with 
two unique modules. A fantasy draft 
module allows you lo ptiol together a 
group of players and conduct a di'aft, and 
the “GM Ghallenge" module allows )'ou 
to take a team years into the fntnre by 
calling up minor leaguers and making 
other forward-thinking rosier decisions. 
It even rates your perlormancc as a GM 
over lime. 

Both of these are wonderl'ul ideas, bui 
they are incompletely executed. The /\1 
in the fantasy draft module, which has 
been around since Tony' 1..\ Ri ssa 2, is 
disappointing; the conij)uler is complete- 
ly dwarfed by human intelligence. With 
no preparation whatsoever, 1 drafted a 
Learn from the number 2() position and 
took it to an unlieard of 1 17-15 season. 

The CjM Ghallenge is more complex. 
You choose teams and set scouting prel- 
erences by position. Each year, new play- 
ers arrive in your minor league system, 
and based on scouting reports, you de- 
cide Yvhether to let them Join \’our 90- 
man roster, languish in the minors, or be 
given the iirst bus out of town. This is a 
great concept, one that I’ve been wailing 
for someone to projYcrK' impleineni l()r 
years. It is simijle in sc()|)e, easy to keep 
track of, and llm to jtlay. Unl'oruinaicly 
(this word seems to be I'requenll)’ poj> 
ping up), the design is a bit strange. Flay- 
ers don’t really develop in your minor 
league system; they just slick around until 
you move them up lo I’he Show or cut 
them. One other small pi’oblem with the 
GM Challenge is that practically every 


22 years. Still, though, the ingenuity of 
this nuxlule can not be denied. 

BOX SCORE 

La Ru.ssa S represents a monumental 
ju’ogramniing elTorL It resembles base- 
ball more than any other game on the 
market, and pushes the envelope in a few 
areas, which should be applauded. How- 
ever there are a number of niggling Haws 
which, when combined have a marked cT- 
fecl on the game and allow HAkntiAi.t. IV 
U) retain its arcade action penant. Al- 
though it is unfortunate (hat Slormfroni 
can’t ligure out how to effectively connect 
La Russa’s maiiagitig ideas to the coni- 
piiier AI, no j^roblem in the game is se- 
vere enough to fatally frustrate gamers. 
This is the best graphical baseball strate- 
gy game out there, and if Stormii'onl ciin 
lix some of the Haws (which incidentally 
plague most other games on the market) 
Tonv La Rl'SSA 3 will be a classic. W 


THE EDITORS SPEAK | 


TONY LA RUSSA BASEBALL 3 



PROS A complete baseball simula- 
tion with beautiful graphics and bet- 
t.er-tban-average statistical accuracy. 
CONS Weak pitching model and de- 
I'ensive cpiirks. Does not nin veiy well 
on minimum configuration. 


112 COMPUTER GAMING WORLD • AUGUST 1995 







Just when you thought it was safe to go 
hack onto your PC... Activision spawns Jf^ 

Action Pack 2! Witness the return of f ifteen 1 1|| 
more puise-pounding video games from '"m'-l 
the dawn of gaming — now in Windows™! |ll i 
it’s Part Two of Activison’s Atari 2600 P m 
video game collection — hack with t 
same riveting graphics and gripping 
sound effects of the 
originals. Activision’s 
3 Atari 2600 Action Pack 2 

addictive fun 
^ than you remember! 

Available on PC CD-ROM and 3.5“ disks. Coming soon for Macintoshl 

Check out what's new for the nineties at http://www.activision.com A ^ 

Activision Is a registered trademark ol Activision, Inc. Atari 2600 is a trademark at Atari Inc. 

Windows Is a trademark of the Microsoft Corporation. © 1995 Activision, Inc. All rights reserved. 

Circle Rec}di'r Service §33 






PUMPS 1 EALIiOIH A MINUTE. 



Fig. 34,— The Human Heart- 


PUMPS 25 BALLONS A MINUTE. 



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Circle Reader Service #64 


11 Cafll-![K!-77|.3m lannlami 





REVIEW 



“ On Cue 


"" Interplay’s VIRTUAL POOL Is 
* The New King Of The Billiard Green 

j by Paul C. Schuytema 



■;j 
■' i 


F or MR, roQi. is on’k of 'fhose oo- 

CASIONAl. JOYS OF I.IFE. I’M AWTUL 
AT THE (iAME — NO I'OOl. TABLE 
graced the basement of my 
childhood liome — but I’m still 
oi'the opinion that one ol'the best things 
in life is to pull on a I’rosty mug, shoot 
the breeze, and shoot some lame-o 8- 
Ball with a buddy. 


inrtual Pool 


Price: No SRP 
System 

Requirements: 

IBM compatible 
386 or better, 

2 MB RAM, VGA 
graphics, 2 MB 
hard drive space, 

CD-ROM; sup- 
ports Sound 
Blaster and com- 
patible sound cards. 

# of Players: 1-2 (modem and network) 

Protection: None 

Developer: Celeris 

Publisher: Interplay Productions 

Irvine, CA 

(800) 969-GAME 



As a kid, 1 had that (juirky little pool 
game, the one advertised by Don Adams 
(of Gel Smart fame); 1 think it was called 
“Pivot Pool.” On my Atari 800, I also re- 
member having a pretty decent pool 
game cartridge, Both were llin, but they 
really weren’t pool — (hey were games 
based on pool. And that is the difference 
between any other comj)uter pool sim 
and Interplay’s Viri uai. Pool — eveiy- 
thing else roughly appi'oximates pool; 
Virtual Poolm pool. 

NO SMOKING ALLOWED 

The first thing you notice in ViR'i'tiAl. 
PcK^L is its elegant shooting interface. I'o 


shoot, you use your mouse just like a 
cue: a little back and forth jiggling ac- 
tion to pi'cpare for the shot, then a cjuick 
slide (iuAvard and — crack! — you send the 
cue ball on its course. I can't overempha- 
size the brilliance of this simjde inter- 
Oice. Sliding your mouse doesn’t provide 
all the tactile feel of a real cue, but it 
does provide the same basic range of 
motion. M\ of this adds up to extreme 
believability and playability which, 
when combined with the dead-on 
sound effects (you’ve got to hear it to 
believe it), will almost totally suspend 
yoiii' disbelief. Only a green, feh-on- 
slale mouse pad could make the expe- 
rience any more convincing, 

VtRTUAl. Pool is a comj)lete multi- 
media package, but the meal of the 
game is the 3D pool engine, 'fhe pool 
table is modeled in real-time 3D at res- 
olutions up to 1024 
X 7(i8, depending 
on your video card. 

The table is the only 
object in the virtual 
world, which is good; 
it would have been 
veiy easy for Celeris 
(the designers) to toss 
in a useless and an- 
noying background 
scene. By using the 
mouse you can rotate 
and zoom anywhere 
on the table, from a 
distant, bird’s eye 
view of the whole 
slate bed to a myopic 
ciose-u]3 of the nine- 
ball’s ochre stripe. 

Shooting, as previously mentioned, is 
simi)le as can be: Just aim yixir stick with 


the mouse, hold down the “S” key (for 
“shoot”), and slide your mouse fonvard 
to take the shot. Total learning time for 
a basic shot: aboul three and a half sec- 
onds. Of course, you can get as Minneso- 
ta Fats as you want with your shots. Since 
Virtual Pool’s 3D engine not only 
models ihc position of the ball, but the 
rotation as well, you can raise up the butt 
of your ctie, move the strike ])oini off 
center, and execute a flawless masse shot 
(yes, it’s as hard to do in \dRi UAL Pool, 
as it is in real pool). 

There is one pn^blem with the mouse 
interface. 1 found it increasingly fmsirai- 
ing using the mouse for a power shot, 
like a break shot. When I really needed 
to whack the cue ball, 1 would just end 
up spinning the mouse ball and getting 
some very odd results. I tried both a 
chea|)-o mouse and a hefty Microsoft 


mouse, bill both sulfered the same pou'- 
er shot problem. 



116 COMPUTER GAMING WORLD • AUGUST 1995 





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© 1995 Interactive Publishing, Inc. 

Circle Reader Service #111 



; THE DEFINING MOMENT 

riic defining moment ol' my expevi- 
j ciu:c with Virtual Pool was in my first 
game. 1 liad an across-(he-iabie shot tn 
jj ! sink the seven ball, wliich was nesting 
deep in the corner — an easy, easy shot 
J ' for anyone who has played even a mod- 
icum of pool. But as for myself, well. I 
^ ; can sink this shot about live percent of 
I the time. I just don’t have the steady 
; hand needed to send the cue ball along 
■J ■ the proper path. So I tried the shot and I 
mis.sed, just like I would on a real table. 

I Any simulation that can accurately mod- 
I el my short-comings has my respect. 

For the casual pool gamer, or those 
who just want to mess around, you can 
! just play slojD, or you can rack the balls in 
j any game formation you want (8-Ball, 9- 
Ball, etc.). In this practice mode, you 
have at your fingertips a plethora of 
helpful little goodies. The Tracking op- 
tion can show all of the hall path vectors 
; for any shot you care to make, an indis- 
pensahle aid when you are first learning 
how to nail a bank shot. You can also 
undo your last shot, or replay a particu- 
larly exciting shot (this is available within 
a game too) at vaiying speeds; in super 
slow motion, I finally understood how 
j putting english on the ball really works. 

I Pool is one of those great games, like 
darts, in which you can have just as much 
! fun screwing around by yourself tuning 
I uj3 your game as you can with some 
i friendly competition. Vir'I I'.ai, Ptxtt.’s 
computer opponents range in skill level 
from drunk and blind to Willie Mosconi. 
My only quibble with the computer op- 
ponents is that their names are hideously 
stupid (Mrs. Offen? Come on!) and to 
make matters worse, you can’t edit their 
names. The AT isn’t bad, and there is no 
• way I’m even close to besting “Dead-Eye 
Dan", but it appears to be based on some 
i sort of scaling of shot ability, rather than 
} j)ool abilit)'. Even the lamest of the lame 
computer players always go for open 
' combination shots, showing tactical skill 
j and knowledge far beyond their shoot- 
ing ability. 

: Of course, it’s always more fun to play 

t against a fiesh and blood opponent, to 
; heckle and be heckled while trouncing 
j or getting trounced, 'riiankfully ViRt’L'At. 
1 Foot, has more options than anyone 


could want. All the standard games are 
available: 9-ball, 8-ball, rotation and 
straight jjool. \'ou can hotseat, each tak- 
ing turns on (he same system, or you can 
hook up over network or modem, 
Strangely enough, in this day and age of 
network gaming, I found holseatitig the 
most elTective and the most fun — pool’s 
a social game alter all, 

ViRi UAi. Pool, also comes with a multi- 
media rel’erence section. There is a nice 
humorous animated histoiy of pool, and 
I didn’t mind the small video presenta- 
tion window. I actually learned quite a 
bit. Some decent tutorials, using the Vir- 
■fUAt- Foot, engine, are also included, hut 
they are non-interaclive. It’s as if (he de- 
signers simply did a video capture of 
someone ])laying around in the sim por- 
tion of the game and then compressed it 
into a PC movie format. .And there’s also 


some neat footage of “Machine Cuin” 
Eon Batera (in one clip he runs a table in 
under 90 seconds, hence the name) in 
action. I would have like these clijjs 
much better if, after each demonstrated 
shot, I was given a cliance to do the same 
Ihing. 

MIS-CUES 

Despite it’s sparkling nature, I do htive 
a few problems with Viril ai. Pool.. For 
starters, the music is just awi'ul. With the 
game shipping on CD-ROM, aiul no real 
need for IMiise type conqjo.se-on-the-lly 
music, there is no reason lor such 
abysmal FM renditions of 7'/tc EnterUihier 
and other “pool hall classics.’’ It just 
gives me a headache. 

One glaring annot ing error exists in 
the “call \our pocket” games. You don't 


actually call your shot; VtRi t:Ai. Pool, as- 


What A Masse! 


T he masse shot is easily the tricloest in all of 
pool. In fact, many pool halls ban the shot, 
because beginners will more than likely miss the 
cue ball entirely, and slam the cue into the felt, 
tearing a nice six-inch gash. Fortunately, Virtual 
Pool isn't so picky, and the simulation, while re- 
alisbc, doesn't model tom felt. 

A masse shot is a controlled curve, giving an ex- 
pert player an open shot in even the most tricky 
of situations. In games such as 9-Ball, when 
you must hit the lowest ball first no matter 
what, it can mean the difference between a 
championship trophy and a box of off-brand 
mac and cheese. 

The secret to making your ball cun^ is to put an 
incredible amount of spin, or english, on the cue 
ball. To do this, you must raise up the butt of the 
cue, so that you are shooting down at it. You 
want to strike a glancing blow, so you have to 
adjust the strike point in Virtual Poa. You proba- 
bly need a cue angle of at least 70 degrees. In 
masse shots, the balls cuive to the side that you 
are striking. That means, in our example, since 
we want a right curve, we want to strike the ball 
on the right side. Because of the odd way a spin- 
ning ball moves, you also need to strike towards 
the front of your ball, instead of behind, as com- 
mon sense might dictate. You have to hit a 
masse shot very hard to get the right spin, but 
only practice can tell you how to precisely aim 
your shot. Good luck! 




ACCELERATED MASSE The top screen shows the 
path the correctly performed masse shot will 
take: skirting around the 4 and 1 1 balls to sink 
the eight ball. In the bottom screen we observe 
the lie a little closer, just before the shot. Notice 
the strike point (the blue dot) is to the right and 
front of the ball. Also note that the angle of the 
cue to the table is a hefty 75 de^ees. 


118 COMPUTER GAMING WORLD • AUGUST 1995 




Full Throttle' scorches the screen lite an exhaust pipe oa an exposed lee. 
Tou're Ben - deserted, left for dead and (rained for murder, You’ll do anythine to 
clear your name. Uiie running hie rigs off the road at iOO mph. And if a few 
hutt-uely hiters get the crap iicted out of them in the process, hey, that's life. 
It's hie bad bites, big bad gangs in a big bad world. It’s Full Throttle. 
Where the courtroom is the street, and the judge is a tire iron. 






sullies it knows wiiicii pocket you’re 
looking for. This works just fine about 
90% of the time, but 1 encountered more 
than a few situations where the sim’s as- 
sumptions were dead w'rong. Worse yet, 
you’ll end up with a foul ii' you sink the 
shot you would call. 

I also found myself wondering why In- 


terplay chose to use such a complex 
video .setup system as opposed to a sim- 
ple universal VESA driver like UniVBE. I 
spent the first 15 minutes after the initial 
installation tiying out numerous ciyptic 
drivers, none of which precisely matched 
my video card. I finally did manage to 
find a high resolution driver tliat worked 
with my card, but it 
was needless frtistra- 
tioii — a universal 
VESA driver would 
have taken up a lot 
less time and is a lot 
more user-friendly. 


DOWN AND DIRTY You can also get up close and personal with the balls to 
check angles or the placement of the cue tip on the cue ball. 


EIGHT BALL IN 
THE CORNER 
POCKET 

Limitations aside, 
ViR'i’UAL Pool is an 
elegant product that 
has the unique ability 
to be both an excit- 
ing game in its own 
right and a tmly use- 
ful tutorial for the 


real game (for those of us with a several 
thousand dollar computer in our base- 
ment, rather ihen a several thousand 
dollar pool table). 1 did test out this liy- 
pothesis. Before I began “working” on 
this review, I went down to die local pub 
for a brew aiul a game. As expected, I 
was awful. After a week of hard play with 
Virtual Pool., I tried my luck again on 
the felt and slate. I was by no means per- 
fect — 1 still couldn’t even make a decent 
imitation of a masse shot — btit 1 did 
manage a run of six bags in a row, which 
is unheal'd of for yours tmly. All, the val- 
ues of virtual education, ir 


THE EDITORS SPEAK 1 


VIRTUAL POOL 

RATING 

PROS riuid, iiiaiitive simulation of 
billiards with an excellent control in- 
terface. Great 3D representation of a 
pool table and ball movement. 

CONS Insipid music, non-interactive 
multimedia tutorials, and minor 
gameplay problems. 


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120 COMPUTER GAMING WORLD • AUGUST 1995 


Circle Reader Service #307 







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INiEf?ACTIVE OUARTERLr 

AMERICA’S PREMIERE ADULT CD-ROM MAGAZINE 






REVIEW 


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Jf 







Ghouls Of 
The Gridiron 



Blood Bowl, The Brawl-Ball Boardgame, Blitzes Its Way To The PC 


by Martin E. Cirulls 

L ong ago, wiii' n TSR Inc. was s'I'ili. 

CONSIDERED A BENEVOLENT EN'ITH' 
AND DRr{GO\’ MAGAZINE WAS MORE 
fun to read, an odd little game was 
discovered amidst the monthly 
pages of Tolkien worship/exploitalion. It 
involved a field, a ball and a bunch of 
monsters who could barely decide be- 
tween killing each other and scoring a 
touchdown. A few years laler, the lledgling 
Games Workshop group IVoin jolly old 
England took the idea and combined it 
with a very basic version of iheir Warham- 
iner fantasy combat sys- 
tem to produce Blood 
Boxol (BB). Now, ten odd 
years and three major 
incarnations later, the 
boardgame has made 
that nigh-inevirable leap 
to the computer screen 
with the help of Mi- 
croLeague and Subway 
Software. 

THE GORIEST 
YARD 

Blood Bowl bills it- 
self as “The Game of 
Fantasy Football,” and 
while it is certainly rooted deeply in the 
realm of fantasy — the teams consist of 
Dwaiwes, Elves, and the like — the term 
“Football” is used somewhat liberally. 

Wlien )’ou get right down to it. Blood 
Bowl is more like monster-rugby than 
Bo’s sport. Coaches move their players 
across a 15 x 25 grid unhindered by any 
notion akin to downs, yardage or plays. All 
that counts is getting the ball into the op- 
position’s end-zone. And don’t worry 


about the kick through the crossbars; 
touchdowns are worth a single point and 
there are no field goals in sight. Even so, 
there are still plent)' of forward passes to 
be tlirowii, dropped and intercepted, and 
the “blitz” is still in effect. 

Wdiile Blood Bowl is actually a mish- 
mash of the two major pigskin disciplines, 
the computer game does embrace the sen- 
sibilities ol' more “serious” sports sims. 
Variable weather conditions such as rain 
and snow come into play with die expect- 
ed effects on gameplay. And in a nice 
touch, stadi- 
ums have dif- 
ferent field 
surfaces, al- 
lowing the 
game to be 
played on not 
only tradi- 
tional grass 
but exceed- 
ingly painful 
stone and an- 
noyingly slip- 
peiy ice. 'Hie 
game play it- 
self is like a 
traditional 

sports game, but pUiyed on a turn-based 
schedule wherein you control each play- 
er’s moves in .sequence, 

THE HUHCHBACKS OF NOITRE 
DAME 

And speaking of players, what a motley 
cTew they are. Unliirtunately, the variety is 
more cosmetic than real. Players ai'e rated 
in only four categories: Movement Al- 
lowance, which rates how many squares a 


player can move per turn; Strength, which 
dictates how well a monster dumps and 
maims other players; Agility, which gov- 
erns the realms of dnwing, receiving and 
dodging; and finally Annor Value, which 
indicates the durability’ and thus the life ex- 
pecianq’ of your players. Wliile four stats 
do not do much to set species apart, there 
are ti number of special skills and jjhysical 
abilities that flesh things out a little. 

A coach’s turn consists of selecting a 
creature with the mouse and moving it 
across the lield. Each player has a zone-of- 
control (ZOC) that extends into the eight 
squares surrounding it; it is in this area 
that the player can interact with other sods 
unlucky enough to be sharing the field 
with him. Offensive contact generally 
takes the form of blocking, which takes up 
a player’s full turn; this means that there 
must be an opponent in your phiyer’s 
ZOC at the beginning of the turn in order 
to throw a block. Blocks can result in any 
or all of the following outcomes, based on 
a comparison of strengths and a simulated 
die roll: you could push yotir op|)oneni 
l^ack a square; knock your eneiii)’ down or 
get knocked down yourself; hurt or kill 
the other player or get yemr own phty'er 
hurl or killed; or nothing at all could hap- 
pen. II' a player is not lucky enough to 
suirt ofl' face-to-whatever with the enemy, 
a move-and-then-block maneuver called n 
“blitz” may be perforated with the same 
grab bag of results. This is an extremely 
handy maneuver for exploiting a hole 
made by )'our front line, but a team is al- 
lowed only one blitz per tunt, so you must 
plan the tittack carefully. 

If the player is fortunate enough to 
have the ball, he has the option tit any 


Blood Bowl 


Price: $59.99 
System 

Requirements: 

IBM compatible 
486SX or better, 

4 MB RAM, VGA 
graphics, 6 MB 
hard drive space, 

2X CD-ROM; sup- 
ports all major 
sound cards, 
modem support 
# of Players: 1-2 (modem) 
Protection: None 
Developer: Subway Software 
Publisher: MicroLeague Interactive 
Lancaster, PA 
(717)872-9959 



122 COMPUTER GAMING WORLD • AUGUST 1995 





C omniand a single squed or an 
entire battalion as any Allied or 
Axis naim- and gel ready to rumble' ” 

Game play IS fun, easy and gorgeous' 

Explosive SVGA graphics and intense anima- 
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Dl over 200 tanks make Steel Panthebs as.excitliig to 
watch as it IS tojIay.Md digitized sound effedts and 
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To Opdepiinsit youn retailer 
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STEEL PANTHERS Is a trademark ol Slratejlc Simulalicns, Inc. 
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Circle Re,.iiier.Shyic3 ^104 





1 / 


time of either handing the ball off to a 
friendly player in his ZOC or passing Uie 
ball multiple hexes in any direction to an- 
other player. Passing and receiving are 
pursuits best left to the highly agile, but 
any player is capable of doing the Job and 


sometimes a lowly lineman will be the one 
to make tliat perfect pass that gets you out 
of trouble and into the end-zone. 

In theory, once you have moved and 
abused all the players under your com- 
mand, you then hit the end-turn button 
and hand things over to the other player. 
Unfortunately, there is another way to end 
your turn, one which is almost completely 
out of your control. Certain failed maneu- 
vers, like dropping the ball, missing a 
pass, or getting tackled end your turn au- 
tomatically and turn things over to the 
other player. For some reason, the too- 
clever-for-their-own-good kids at Games 
Workshop decided that the game had a 
tendency to last a bit long, and introduced 
this “feature” as a mechanism to speed 
things up in the latest edition of the 
boardgame. Most computer gamers will 
wish they had left it out of the computer 
version, or at the very least made the rule 
optional. 



While Blood Bowi. is a faithful rendi- 
tion of the boardgame and retains much 
of the wacky nihilistic post-punk humor 
that Games Workshop products are so fa- 
mous for, it still has some fundamental 
flaws in presentation and gamejflay. 

Regardless of how non-standard the 


subject matter is, Bi-OOi) Bowi, is basically 
a sports game and it really should have 
benefited from the vast amounl of work 
that has gone into developing that genre. 
Instead, we get strange omissions and dif- 
ticulties that were ironed out ol'most foot- 
ball sims years ago. For example, 
valuable gameplay information is 
poorly presented or even omitted in 
sonte cases. \'Vhen a pla)'cr is blown 
otr the field by an injuiy, there is no 
infbnnation on the screen other than 
a quick graphic of blood s(]uirting 
out of a prone figure. To find out the 
particulars of who got whacked and 
how badly, you have to internipt the 
action and check your roster. 

Visual information is also lacking. 
The prime example is that there is 
only a single icon for each character 
on a team. If I’m playing as the hu- 
man team, all my players look iden- 
tical on the field, even the free agent 
Minotaur 1 purchased the game before. 


You’d think they could have come up with 
different icons for different types of play- 
ers on a single team. It would be nice if I 
could tell at a glance if I am about, to tiy a 
block against a fi agile skeleton or a mas- 
sive mummy. 

At the gameplay level, Bi.ood Bowl is 
hampered largely by the incarnation of 
the boardgame it emulates. The newest 
version may be the one on game store 
shelves, but it also is the least play-tested, 
and obviously bad ideas like the involun- 
uuy turn end should not have been inflict- 
ed on computer gamers. Quick and 
simple might be good wlien you’re doing 


eveiy'thing by hand, but the glory of com- 
puters is thtit they can liandle all the te- 
dious aspects of detail while leaving you to 
enjoy all the good parts. I would like to 
have seen an older version of the 
boardgame computerized. 

Other things detracting from a good 
game include: the Itaphazard treatment of 
league play (there are only 8 teams to 
spread over 64 conference and division 
slots); computer teams whose statistics be- 
lie their success, like players rushing for 
500 yards and passing for another couple 
of hundred on the losing side of a 1-0 
game; and a mlebook straight out of the 
Vague-Guys School of Manual Writing. 
The teams themselves are also hopelessly 
unbalanced, with the Flalfling and Skaven 
(giant mutant rat) teams being completely 
outclassed. 

Although MicroLeague failed to ship 
modem jDiay with Blood Bowo,, they’ve al- 
ready released a multiplayer patch. 
Ciamers who lc)und the “SotTy, we fooled 
you” note inside of the box can 
find this patch in various places 
on-line. 

POST-MORTEM 

In the end, what it comes 
down to is histoiy. lliose of us 
who have been Blood Bowl fans 
through the years will find our- 
selves enjoying the computer- 
ized version, with its clever 
morsels of eye-candy and dedi- 
cation to the boardgame. Of 
course we’ll be gi'iping all the 
way. Newcomers, especially 
sport sim fans looking for a lit- 
tle diversion from their usual 
fare, will probably get a big kick out of 
their first few games, but ultimately they’ll 
become frustrated with Blood Bowl’s 
clumsy mechanics and gameplay. ir 


THE EDITORS SPEAK] 


BLOOD BOWL 

PROS Great subject matter and easy 
jDla)' will draw players into the stadi- 
um. 

CONS Poor choices in design and 
presentation may have some scream- 
ing for blood by the fourth quarter. 



THAT’S THE WAY THE HEAD BOUNCES The ultimate goal 
in of Blood Bowl is to score, kill, and maim, not neces- 
sarily in that order. 



ORCS VS. HUMANS The on-field action resembles rugby a lot 
more than it does football. 


12 a COMPUTER GAMING WORLD • AUGUST 1995 





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© CALL Of ^ 

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The Red Baron Lives! 


'I'lir. MAJORI IT 
OFSlMlIIAnON'S 
ARK l-lASilb:S IN 
the pan — 

they’ve hot for 
a lew months, 
but soon 
they’re gone 
and forgolien. 
As PCls get faster and more capable, new sims 
come along that look, sound, and act more like 
real vehicles. Few of as lake the lime to remem- 
ber. mucli less re|3lay, older sims. Sure, you occa- 
sionally iind folks still playing Chuok Y1v\(;kr’.s 
Air (k)MiuT, Skcrki Wkapons ok tiik Ll'fi'wakkk, 
and F-15 S'KRIKK K-\Gi.K III, but when was the Iasi 
time you heard someone mention Hying around 
in Bi.UK Max, Solo Flight, or even P.\taKiG 
Stkikk? 

On a veiy rare ocaision, though, a simulation 
comes along that’s so good that it stays available 
on store shelves not for weeks or months, but (or 
years. Ahead of their times, these sims |3;ick so 
much realism and play value that they’re able to 
slay competitive with their younger counieiparts. 
This short list includes sims such as Spectrum 


HoloByte’s Falcon 3.0, Sublogic’s ATP ;ind 
Dynamix’s Rkd B.aron. 

'Iliese classic simulations remain fun, but the)' 
can be (histrating once you’\e gotten accustomed 
to the bells and whistles of newer simulations. 
Many don’t support alteniaie input devices, while 
others don’t mn well on fast machines, ;md some 
just suffer from a limited number ol' missions or 
gamej)Iay options. 

If nostalgia strikes, don’t let ihese setbacks 
keep you away from the cockpits of your lavorite 
old (light simulators. 'Fhanks to the elforts of 
some cude-sav\y flight sim fans, there are add- 
ons galore in the freeware and sluireware arenas 
that can bring old sims up to speed. 

BARON TOWN 

'Fake, for example, Rkd Baron. Released in the 
dark ages of 1990, this sim (i'om Damon Slye’s 
team at Dynamix featured a revolulionar)' (light 
model complete with realistic spins and eiierg}' 
bleed. Amazingly, Rkd B.\kon is still selling today 
as part ol‘CD-ROM bundles with other Dynamix 
flight sims. 

In the (Ive years since Rkd Baron’s release, 
only Origin’s Wings ok Glory has ciiallenged it 
for the title of best World 
War I sim. Btii Rkd Baron 
does have some problems on 
today's PGs. It runs loo fast 
on Pentium systems, which 
not only alfects realism and 
gamepiay, but also screws up 
the program’s AI calctda- 
tions. Also, its support of en- 
hanced control devices isn’t 
up to par with modern sims; 
rudder sup]^orl isri’i propor- 
tional, and extra buttons and 
view hats are ignored on 
non-progranin table devices. 

Programmers have j)oked 
around in Rkd Baron’s pro- 
gram and data files ovei' the 
yeai-s and found workarounds 


ON THE RADAR 


This month in simulation news... 

Spectrum HoloByte's Falcon 4, the next sim in the popular air combat series, 
will probably be slightly delayed by personnel changes on the project's develop- 
ment team. Spectrum recently laid off several key managers in the group, and 
will be restructuring the team. 

In other personnel news, Frank Savage, the lead programmer of Origin's Wing 
Commander 3, has moved on to a new interactive division of FASA, the company 
that made its name with the BahleTech line of games. Will Savage be using his 
experience with space simulations to create new BattleTech projects? 

Papyrus Software, creators of IndyCar and NASCAR RAciNO, are working on a 
new, enhanced version of IndyCar. IndyCar Racing 2.0 will essentially bring the 
original game up to the graphic and realism levels of NASCAR. SVGA graphics, 
new sound effects, more realistic handling, and the ability to connect to Papyrus' 
new multiplayer online service will be key features. 

And while we're on-line, Domark has finally launched Confirmed Kill, the multi- 
player WWII combat game, on the Internet. For more information on how to get 
connected call Domark tech support at (41 5} 513-8929. 



SOFTWARE 
PATCHES AND 
HACKING UTILITIES 
GIVE NEW LIFE TO 
OLD SIMS 


by Denny Atkin 


AUGUST 1995 • COMPUTER GAMING WORLD 129 





lor these limitations. Checking Com- 
j)iiScn'e’s flight sim forum (FSForimi) I 
ibund dozens of patches, 'I’SR-s, and mis- 
sion files designed to bring Rmd B.-xron up 
to par. While we wait for Ri:i) B.ARttN II, 
these enlianc'cments can make the golden 
oldie fly like a factory-fresh sim. Alter aj)- 
plication of a few of these patches, about 
(he otily thing tiiissing from Rko B.aron is 
SVCiA grajdiics. 

THE X PILE 

The simplest way to bring Rr.o Baron 
up to sjjeed is with Bob Church’s XB.aron 
j)atcli. Tlie most recent version as of this 
writing, XBaron 1.46, addresses nearly all 
of Ri'.i) Baron’s problems on fast ma- 
chities. Most significant is the Imame Rale 
Limiter, which keeps screen updates from 
taking place so fast tliat the program does- 
n’t operate properly. Ri;n Baron does 
flight model calculations between screen 
updates, and if those updates take jjlace 
too (juickly, then the program doesn't 
have time to complete its calculations, 
making airciuft control difficult and caus- 
ing computer-controlled enemies to fly 
strangely. XB.aron limits the frame rate so 
that your Sopwith Camel won’t speed over 
the landscape 
like an F- 1 5. 

'I'hc screen up- 
dates still look 
silky smooth, 
though. 

Fhe Frame 
Rale Limiter 
also works in 
Rrn Baron’s 
VCR mode 
and fixes a 
j)rol)leni that’s 
plagued all the 
Dynamix fliglu 
simulators. If 
you record a mission on a Pentium 90 and 
display it on a 486/33, the tape doesn’t 
play back properly. If both systems are 
running an XBARc;)N-patched version of 
Rkd Baron, thougli, eveiything plays back 
at liie jjroper speed. XBaron also adds 
new functions for manually accelerating or 
decelerating tape playback. 

XBaron also adds one ol'lhe most flexi- 
ble joystick conliguratioti screens I’ve ever 
seen. You catt set a dead zone where stick 


movement has no effect (great if your Joy- 
stick doesn't center precisely), atid adjust 
joystick sensitivit)' by altering the response 
cuivcs for each axis. 

Red B.aron does support ati tmalog 
throttle and rudder pedals, but otily in a 
veiy limited fashion, 'Fhe itijiiitswork as if 
they’re coming from the keyboard — tnov- 
ing the throttle jumps the sellitig by 10 
jjcrcetit, and hitting the rudder jiedals 


makes the rudder deflect 100 iiercetU. 
XBaron patches the throttle to work as a 
true proportional tlirollle, making for 
smooth engine adjustments. It tilso sup- 
ports proportional rudder resjionse, so 
you can kick the rudder over a little or a 
lot. You can even set iiji a partial aiferon- 
nidder litikage so the jilatie will realistical- 
ly roll a little wlien the rudder jiedals are 
depressed. 

Up to four joystick billions can be pro- 


gi-ammed ftir a \'arieiy of functions, includ- 
ing setting various views, “bliiiping” the 
engine power, and unjamming tfie guns. 
XB.aron 1 .46 also supports the 'Fhrust- 
master-style view hat, but not tlie one tin 
the CM Flightstick Pro. 

Once XBaron is set iiji liy patching the 
Red Baron executable and running XB- 
Setui’, it’s completely iransparent. The 
freeware program works on tiolh the origi- 
nal floppy version of the 
jjrogram, as well as tlie 
slightly enhanced CD- 
ROM ujxlate. 

CASTING A HEX 

XBaron makes some 
changes to Reii Baron 
to make it smoother 
running and easier to 
control, but it doesn’t al- 
ter the gamejilay. If you 
want to dive into Reii 
Baron’s guts and 
change how it works, 
Joe Scoleri’s RB-He\ 3 
is the jiackage for you. 
It includes a hex editor 
and a full cxjilanation 
of the various values in Rf.n Baron’s data 
files so that you can go in tind change al- 
most any value in the siniulalion. You can 
alter aircraft performtmee, gun field of 
fire, seivice ceiling, wing sirenglli, and a 
host of other values. If you don’t feel one 
of the planes really perfonns like the real 
thing, change the performance. You can 
even use the patclies to alter an existing 
aircraft so it simulates another fighter not 
included in Red liARON. One warning: 
Hex editing is a bit dangerous. If you alter 
the wrong value, you can cause the pro- 
gram to malfunction or even crash. But 
the program is pretty easy to use, and if 
you follow the detailed instructions you 
should have no jiroblems. 

Along \vith the editor, RB-Hex includes 
a number of prebuilt patches. You can use 
these to lessen the likelihood of mid-air 
collisions, make wing strength more realis- 
tic on some of the fighters, turn some sin- 
gle-gun planes into twin-gunners, and 
adjust some improper jmrformance val- 
ues. My favorite additions, though, are the 
Blitz Machine fighter and lilitz. Bomber, 
ultra-powerful and completely unrealistic 


XBaron 


Version 1 .40 



CopyriahtC) 1995 All Rlshts 


SNOOPY VS BARON X Bob Church’s XBardn utility makes Red Baron 
playable on today's machines through such features as a frame rate lim- 
iter and an advanced joystick configuration utility (pictured). 



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Riiddor Vollow 
OHS • Bove cursor 


Upper Hing HediuA Blue 
Lower Hing Off-Hliite 
♦ / - • change color 


HtiNPLEV CD RiiHB Data 


HtBWBBI Dark Red 
Cowling Ian 
ESC • plane ALT- 


THE ART OF FLYING Devise your own aircraft color schemes with Joe Scoleri's RB Color 
utility. 


130 COMPUTER GAMING WORLD • AUGUST 1995 






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RED BARON PATCH ROSTER 


phincs thiwn in Just for fun. 'I'he Blitz 
Miichine is a blast to fly when you want to 
mow flown cvciyiliing in yoiif |)alh (imag- 
ine (lying an A-10 in the first AVorld War). 
Like XBaron. RB-Mkx is freeware. 

A PLAME OP A DIFFERENT 
COLOR 





J4^ 





Also li-()in f(je Scolcri tomes RB Color, 
a neat little utilily that lets you customize 
aircraft color schemes. If you've always 
wanted to lly a Sopwitli Snipe with yellow 
wings and a blue (itselage, now you can. 
\ou might want to dtiplicalc a jjarticular 
ace s color scheme, or perhaps change 
both enemy and allied aircraft to the same 
color scheme to make combat even more 
challenging. The unregistered version 
onlv lets yon lly color-altered Sopwith 
.Snipes and Fokker D.VIls, but the SIO full 
j)rograni lets you alter the paint job on 
any lighter. 

I here are a host of other patches avail- 
able. You can turn a Sopwith Came! into 
the later Sopwith l)oij)hin, use Acf.-Con- 
t Roi, to revive dead pilots and edit your 
ptiot roster, tind even fix improper plural- 


izations in the Mission Buii-t)KR. Histoiy’ 
buffs can use Craham von Cree’s 
RICiHTH patch to change Red Baron to 
reflect that Richiofen flew a Malberstadt in 
) anuaiy , 1017 when his Albatros was dam- 
aged, and a Pfalz in Kebmaiy, 1918 when 
airframe failured gTounded Fokker Dr. Is. 

Once you’ve line-tuned the sini, check 
out the dozens of custom missions lor the 
Red Baron Mission Buiijikr available on- 
line. Some of these reenaci historical bat- 
tles, while others simj^ly create challenging 
tactical scenarios. 

UPDATES ABOUND 

Red B.aron’s not the only sim with unof- 
ficial patches. Break oui your modem or 
browse your local PD/shareware library 
and you’ll find fixes and enhancements for 
Falcon 3.0, Secrei' Weapons of the 
Luei-wafee, Acf.s Over Europe, and a host 
ol’ other siins. Even recent sims have al- 
ready been enhanced by enthusiastic pro- 
grammers — there’s a patch floating 
around (he Internet that lets you fly any of 
the jdanes in EA's U.S. Na\A' Fichters. 
Flappy huniing! 4r 


The filenames listed here are listed as they ap- 
pear in CompuServe’s FSFonim. You should also 
be able to find them on most online services 
with similar names. 

XB146.Z1P XBaron 1.46 
RBHEX3.ZIP RB-Hex3 
RBCEDIT.ZIP RBCo!orl.3 
DOLPHN.ZIP Patch Sopwith Camel to perform as a 
Sopwith Dolphin 

ACRB.ZIP Ace-Control, for reviving dead pilots 
and editing rosters 

RBUNIT.ZIP GIF maps showing ground unit and 
landmark placement in Red Baron 
RBCD.ZIP View hat and extra button TSRs for the 
CD-ROM version of Red Baron 
RBSTIK.ZIP View hat and extra button TSRs for the 
floppy release 

RBMBP.ZIP Fixes pluralization errors in the Mission 
Builder 

R6C0NF.ZIP Official Dynamix patch to fix problems 
with saving configuration information 
RICRTH.ZIP Alters the planes Richthofen flew dur- 
ing 1917 and 1918 

FK-D7FZIP Turns the Fokker D.VII into the D.VIIF 
with a 185 hp BMW engine 
MBPTCH.ZIP Enables new aircraft and aces from the 
Mission Builder in Career Mode 
RBEDIT.ZIP Lets you edit pilot status 



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132 COMPUTER GAMING WORLD • AUGUST 1995 






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A Looking Glass 

Technologies 

Production 


All nnhis reserveci 


PREVIEW 




The Danger Znne 


Spectrum HoloByte’s ToP CuN Targets A New Squadron Of Mavericks 


by Mike Weksler 


A r THE ONSET OF I'llE VIETNAM 
WAR, U.S. EIGilTER AlRCRArr WERE 
ARMED WI l'H AIR-TO-AIR MISSILES 
capable of shooting down targets 
oiiisicle of a pilot’s visual range. 
U.S. militaiy tacticians assumed that with 
tile ncAv king-distance capability of these 
missiles, the days of close-in dogfighiing 
were long gone. So conlident were these 
tacticians that the earliest F-4 Phantoms 
weren’t even equipped with guns. 

Pilots of these F-4s found themselves in 
an odd situation, 'fhe restrictive rules of 
engagement retiuired them to visually 
identify targets iirior to attack. However, 
once a fighter was close enough to visual- 
ly identily a Mi(i, he was often too close 
to use his missiles, yet close enough to 
engage with guns. When U.S. air losses 
grew at an alarming rate, guns were 
quickly returned to the Phantoms, and 
“old (ashioned” dogfighting skills were 


EVITV/ 


Game SAW 


elopm 


Dev 


Klilil) l\ LlGItV/ You don't want to be on the receiving end of “Maverick's" F- 
14 Tomcat. Notice the pop-up windows with the “God’s-eye” radar on the left 
and a missile camera view on the right, depicting the action as seen from 
another enemy aircraft. 


•ecognized 

as being Just as important as 
the newfangled missiles. 

As more jiilots engaged in dog- 
lights, and as U.S. air losses mount- 
ed, the Navy recognized the need 
to teach the line art of doglighting 
to a new generation of fighter pi- 
lots. It was our of this need that a 
new type of air combat training 
program was born, a program 
called Top (inn. 

When Spectrum HoIoByte set 
out to design yet another modern air 
combat simulation, they recognized a sim- 
ilar need to train new |)ilots. fhe software 
shelves are stocked liill ofcoinplex, realis- 
tic simulations with inaiuials as thick as 
bricks, all ol' which are daunting to the 
newcomer to llight. So, like the Navy did 
more than 20 years ago, Specinim set out 
to design a new 
type of air com- 
bat training pro- 
gram, a sim- 
ulation designed 
to teach new pi- 
lots fhe fine art 
of modern air 
warfare, 'fhe 
new sini is 'for 
CiUN: Fire At 
Will, based 
upon the mid- 
80s film, Tojj 
Gull. By retain- 
ing the slightly 
reckless, seat-of- 
the-pants flavor 
from the movie 
and combining 
it with a detailed 


F-14 'fonicat sim, the design team did two 
things. First, they look a hot genre for air 
combat and made it approachable for the 
novice, without insulting ilie experienced 
player. Then, to ensure they cajitured the 
essence of the popular (ilin for a strong 
“tie-in," Sjjectnun HoIoByte procured the 
talents of actor James 'folkan to reprise 
his role of Hondo: the bald, tough-talk- 
ing, cigar-chomping, commanding offi- 
cer. Wh)’ no Tom Uruise? Simple — when 
you sit down to lly in Toi‘ UuN, you are 
Maverick. 

"HEY, COUGAR, YOU SEEN 
ANY CARRIERS AROUND 
HERE?" 

The Top (iUN action lakes jilace in 
three hot-spot theaters; (aiba, Koi'ea, and 
Libya, with ap]n'oxini;itely 40 missions 
for you to show yoiii' slulf. 'fhi'inighoiit 
the game, a subplot will pit you against a 
nefarious antagonist who is behind most 
of the “fires" your carrier is assigned to 
stomp out. 

There are both cinematic and static 
(i.e., map view) briefings and debiieliiigs 
with over 20 actors to keep the le\'el of in- 
terest and flash aj5|)eal high, and cine- 


isa COMPUTER GAMING WORLD • AUGUST 1995 




"nAU. Vt\i: :iALU' Harrowing carrier landings are all in a day's work 
for Maverick. Top Gun has several cockpit views, but this one gives you 
a good field of view to get your bird back on the ship in one piece. 


HKilic CNN-style news briefs to keep you 
iiifoniied of the world siliuiLioii. 'I'he in- 
dividuai missions are the core of (he 
game, and they deal primarily with (lie F- 
14’s mission: fleet defense. Thai includes 
Hying k)is of BARTAP (Barrier Combat 
Air Patrol) missions, where you protect 
your carrier from all airborne threats. 
ITiere are also 'I’ARCAP (Target (knnbat 
Air Patrol) missions, \vhere you escori 
strike aircraft to (heir target and keep the 
MiGs off llieir back. 

Individual missitjns are designed to 
keep the action level high with enough 
MiGs, Bear Bombers, enemy shipping, 
SAM (surface-to-air missiles), and anii- 
aircraft guns to keep you mighty busy, d'o 
handle (he various threats, you’ll be pack- 
ing some serious heat, from short range 
Sidewinder heat-seeking missiles, longer 
range Sj)arrow radar-guided missiles, and 
vety long range Phoenix missiles that can 
reach targets over 100 miles away. 


/Vswith both Wing Comni-ANUKR III and 
Si'RiKt; CoMM.VNDKR, yoLi are given navi- 
gation waypoints via in-llighi maps, and 
you may encountei' hostiles at any point 
along the way. In our pre-release version, 
there is also a “complete mission’’ option. 
This is a handy feature that lets you skip 
to the next mission or re-do the curreni 
one if you find yourself in over your 
head. Tt)i’ Gun won’t have robust mission 
planning like U.S. Navy Fitai ikks, but 
you will have several instant action sce- 
narios with which to practice carriei' land- 
ing skills or doglighiing techniques. 


HEADS UP 

In air combat 
terms, “pilot work- 
load” rel'ers to the 
task-load that a pilot 
must manage in or- 
der to accomplish his 
mission. Managing 
various radar, HUD 
(Heads Up Display), 
communication and 
wea|}on systems all 
contribute to this 
workload. Most “real- 
istic" simulations, like 
MicroProse’s F-14 
Flkki Dia'KNni'R and 
Spectrum HoloByte’s Faixon 3.0, tiy to 
simulate all of these systems, creating a 
moderately realistic workload for the 
player to manage. Of course, the Tor 
Gun designers want to reduce the pilot 
workload in order to ease new pilots into 
the genre, But, unlike previous 
“simplified” simulations that 
completely eliminate such 
things as I'adar and vaidous 
HUD modes, Toi’ Gun will in- 
clude all of the iiistinments and 
radai’ ctiuipnient — they’ll just be 
simplilied. There will be some 
Ibrm of targeting radar, detailed 
HUD modes, and a threat warn- 
ing receiver, enhanced to pro- 
vide a “God’s-eye view” of the 
surrounding thretits. Additional- 
ly, there is a suite of analog 
gauges and displays which dis- 
tinguish the product as a seri- 
ous, albeit less complex 
simulation. Additional!)’, there 
are innovative pop-up target camera win- 
dows, reminiscent of MicroProse’s 
F-1 i7ASrLAi:i'ii Fitarri'R. 

“TALK TO ME GOOSE!" 

l op CilJN appears to be designed less 
to simulate the actual F-14 Tomcat than 
the ex|)erience of strapping into “Maver- 
ick’s” F-14 from the Fop Gun movie. The 
game’s rock soundtrack (including a de- 
cent re-recorded version of Kenny Log- 
gins’ hit title song) is digitally recorded 
onto the GD, so you can enjoy genuine 
music regardless of your installed sound 
card. Additionally, the cinematic se- 


quences and digitally recorded radio 
chatter help keep you suspended in the 
Top GiO) universe. In the high-resolution 
mode, the graphics are nothing less than 
state-of-the-art, like U.S. N.a\t FiGirri'RS, 
but with excellent terrain and well-ren- 
dered 3D objects. 

Even more compelling, however, is the 
aggressive multiplayer su|Dport in 'I'OP 
Gun. For network play, up to 16 jilayei's 
will be able to fly simultiineously, break 
olf into smaller groups, and yes, even en- 
ter or leave a battle withoid restarting the 
game. Modem play should also be incor- 
porated. WTile our beta copy of the game 
ran okay on a hoi-rodded 486DX4- 1 00, it 
really look the full-dress Pentium 90 to 
iiin the game in 640x480 without a hitch. 

RETURN TO BASE 

With its emphasis on cinematics and 
instant action, it looks like Top Gun may 
appeal to action fans who enjoy games 
like S'fRtKt: Commandkr and Wing Com- 
.\laj\der III. Additiontill)’, it looks like it 
will be ideal for those who want to experi- 
ence jet combat but have been put off by 
the notorious complexity of other situs. 
^Vith acljustable diflicully levels for both 
the flight models and the enemy AI, it 
might even lure a few seasoned cockpit 
jockeys into its targeting range, but that’s 
uncertain. \Vhat is certain is this: with its 
jjoteniial for instant gratification, only 
one aircraft to master, and the chance to 
play the high-flying hotshot, Top Gun 
will, like its namesake, train a whole new 
generation of gamers for simulated jet 
combat. ^ 



D>:T)\ILS, UlifAILS In addition to outstanding terrain, the 
3D objects are amazingly realistic. On this F-14. the wings 
swing according to your airspeed, and you can even see 
the control surfaces movel 


AUGUST 1995 • COMPUTER GAMING WORLD «5 





REVIEW 


j 

Reinventing The Wheel 

Extreme’s COMPETITION DRIVING SYSTEM Takes The Checkered T lag Of Driving Controls 


by Gordon Goble 

M V ASSOCIA'I'ION WITH COMPUTER 
Gaming World usually puts ml 

IN rill' l■■ORTUl■l■C)US POSITION OL 
lesling some of the most advanced, so- 
phisticated conirollers on the market. 
‘Phis siiiis mejusi fine. Being an admitted 
PC racing addict, Pm always searching for 
the best wheeled devices, and have played 
with (juile a few. So it stands to reason 
that my forays into the world of “'Phe Big 
■phree” (NASCAR, IndvCar Racing and 
World CiRCtirr) are performed with 
steering wheel and pedals, right? 

Wrong. 

Until last week, the steeling devices I’ve 
tried have been shelved time and time 
again. 1 say this not as an alPront to tlieir 
mamil'aclui'ers, but simply because noth- 
ing 1 have tried has matched llie simple 
precision of the Cd-1 KLiGins'i'iCK. But my 
driving environment recently experienced 
a radical, almost revolutionaiy, alteration. 

Extreme Competition Controls had 
jtist delivered their Comittitiion Dri\'ING 
Sa’STKM, and after (|uickly freeing tlie 
CDS li'om its cardboard constraints, the 
unit was rcnidy for some serious testing. 
So was 1. 1 took it from tlie grueling 
NASCAR circuit, where a steady hand is 
key, to the infinitely more responsive 
world of IndyCar Racing, and finally to 
the renex-mad, lock-to-lock cracks of 
World Ciitcurr. And when the dust set- 
tled and the smoke cleared, my new cock- 
pit had set records, carved tlie 
uncai-veabie corner, and ojiened my eyes 
to a new level of realism. Without a 
doul)l. Extreme’s peddle and Avheel com- 
bo is the best driving system I have ever 
tried. My Flightstick has been sulking 
in the corner ever since. 

'Phe comjjlete CDS features two dis- 
tinct components: the steei'ing and pedal 
units. Both tire amazing, but the wheel 
assembly really steals the show. Like 


something lorn from 
a Formula I rticer, 
the steering unil lea- 
lures a comforitiblc, 
thick, 1 1-inch custom- 
made steel whee 
wrap|>ed in black suede 
Mounted to the wheel 
arc four thumb switches 
(two for each thumb) 
that, if the system is 
used with a dual joystick 
port, can be set fiir four 
different game func- 
tions. Although ihe but- 
tons are a little small, 1 
had no problem reach- 
ing them, even in the 
hairiest of coi'uei's. 'Phe 
CDS wheel offers 180 
degrees of motion, but 
never turns so lar as to 
make hitting the buttons inconvenient. 

'Phe wheel action was (juiet and the 
graduated resistance near the edge of the 
throw elfeclively inimicked real life. 
'Phrow slops were solid and unwavering, 
the centering nolchless and smooth. The 
base, a cool-looking angled steel q'linder 
with an adjustable rear foot, weighs a 
good solid b! ponufls. You won’i need a 
clamping device with this baby! 

Bui look and feel aside, what ultimately 
made me a believer was taking my CDS- 
conirolled IndyCar to the skinny oval at 
Nazareth; even my beloved Fi.itaTi'si'itiK 
has trouble liandling ibis track’s frighten- 
ing corners. 'Po my amazement, within 
minutes I was not only keeping on the 
track and olPlhe wtills, l)ul holding an in- 
side line as well! F,ven with opponent 
sirenglh set at 1 00%, it didn’t take me veiy 
long to nimltly move through the pack 
from a last place starling ptisition into the 
lead. Soon I was setting both IndyCar and 


World CiRCUri' personal 
track records. CDS design- 
er Andy filers maintains 
that mucli olThe precise, 
solid control offered 
by his product comes 
from the ball bearing sus- 
jjended hub and shaft, not 
to mention some really hot 
potentiometers. 

'Phe pedal unit, much 
like the CDS wheel, should 
also be recognized as the 
loj) of its class. The unit 
remained quite immobile 
during testing (which in it- 
self advances pedal tech- 
nology), lai'gely due to its 
12-|Jound weight and non- 
stick rubber feet. Essential- 
ly a big black metal wedge 
with two metal pedals pro- 
tniding from it, the CDS pedal unit is an- 
gled to \\'ork best in an environment 
where you can really stretch your legs 
out. I stomjx’d all over these babies and, 
aside i'rom an almost imperceptible spm- 
sound that crejM up and then quickly 
disa|)j)eai'ed, the pedals came through 
with flying colors. It’s pi'obably important 
to note that these are uol driving/nidder 
pedals; they’re i)urposely built for dri- 
ving, with a two-inch throw and a heavier 
brake than accelei'alor. 

.Aspiring Extremists should be warned 
of the CoMi’KTiTioN Dru'ing System’s 
helly price tag. It’s not cheap. 'Phankful- 
ly, for those of us on a budget, each unit 
can be purchased separaieh’. Phe manu- 
facturer offers a two year warranty on the 
mechanical components and one on the 
electrical. 

If you’ve got the dough then drive, 
don’t walk, lo get the CDS. 'Phis is what 
you’ve been waiting for. 4r 



tern (wheel and pedals), 
$299.00 (wheel), $179.00 
(pedals) 

Manufacturer: Extreme 
Competition Controls 
Minneapolis, MN 
(612) 824-6733 


136 COMPUTER GAMING WORLD • AUGUST 1995 




The Combat Helicopter Simulation 


From Digital Integration 

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It's apuipped with an Incred- ' 
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c ■ ■ n 


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And the explosions are so : 
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It’s just a game. So pick up 
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Ufl^Ultra-low level strike missions, 
revolutionized the gritty 
m^sV^ground attack. 

\fertical Take Off and Landings, 
finfquB, aircraft can go anywhere 
Iteroy anything. Explore VTOL 
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fegiSta-bredkifig , , . 

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REQUIRES U.S. NAVY FIGHTERS ^r' 



The N ew World 
Order At SSI 



VVHI'.N TMK CAMPAIGNING SEASON .JB. 

IS LESS TilAN EAVORABLE, 

WARGAMERS TEND TO HUNKER 
in the bunker and replay llieir fa- 
vorites, until newer challenges ar- 
rive and allow us to go on the 
onensivc. W'ondering wliich up- 
coming wargamcs may actually al- 
low us to resume our offensive 
forays against the evil empires of artificial and au- 
thentic opponents, I donned my Fonvard Obsen'cr 
garb and headed ibr SSI, to see if their battle plan 
was sound. Inlillrating the SSI War Room, I found 
that their major offensive thrusts will emphasize 
playability and multi-player play on a variety of 
gaming fronts. 

PANZER SPAWN 

The base of operations for SSI’s attack on the 
market is the well-received Panzer Gener.\l, the 
first wargame 
to hit #I in 


G-2 


* Multiplayer war and strategy game enthusiasts will want to check 
into CRIS, a service that features a variety of modem-playable gaming 
opponents from around the world. The rub is the savings on long-dis- 
tance phone charges. Users with telnet access to the Internet pay only 
$10/month, and those without it pay $30/month for local dial-in ac- 
cess. Gaming time is unlimited from there. Recent tournaments In- 
clude Global Conquest, DOOM, Descent, Command HQ, Empire Deluxe, 
Warcraft, Perfect General II, and many others. For information on CRIS, 
call them at 1-800-745-CRIS (in the USA) or email them at cust- 
serv@cris.com. 

* SSI's Definitive Wargame Collection is a welcome bit of wargame 
nostalgia. Titles include: SSI's Bahles of Napoleon (with 26 extra sce- 
narios), The Sword of Aragon, and Wargame Construction Kit II: Tanks! 
(with 40 extra scenarios); SSG’s Decisive Bahles of the American Civil 


our Reader’s Top 100 Poll in seven 
years. While SSI is busy porting the 
original Panzer General to Win- 
dows, SIX), and Sony PlayStation 
formats, iliere will also be sequel 
products. 

01' course, the /Wlied Gener.\l is 
expected to lead the pack. This 
game is being designed for a simulta- 
neous Windows, Power PC, and Macintosh release, 
in September, and will feature several minor (but 
important) improvements over Panzer General. 
Notably, the jday-by-email (PBEM) saved games 
will be compressed and enciyptcd, a record of the 
opponenl’s tuin will be available, and some ini- 
provemenls in the A1 will be noticeable, New units 
are expecled lo include motorcycle troops, Russian 
Guards, and British Commonwealth units. 

Allied Generai, will |)reseni the campaigns in 
WWIl Kui' 0 |K“ i'rom (he Allied perspective. So, 
there will be several campaigns included, each fea- 
turing a vaiying number of stand-alone scenarios. 

T he Russian campaign alone 
I'eatures some 17 scenarios. 
The first scenario in each cam- 
ITiign (say, Finland from the 
Russian campaign) is a tutorial 
scenario, with a smooth learn- 
ing CLiiA'c much like Poland in 
ihc original Panzer General. 

Overall, Allied Geneiul’s 
scenarios will feature larger 
maps and fewer pieces per 
side — creating greater possibil- 
ities for maneuver. >Uso. ilie av- 
ei'age scenario length will be 
shorter, with a ceiling of 2-1 
turns and an average of 12 
turns per scenario, even late in 
the campaigns. This has the ad- 
vantage ol' making both play ^•ia 
(continiml on page HO) e-mail and modem play more 


WILL PANZER 

GENERAL’S 

CHILDREN 

CONQUER THE 

WARGAMING 

WORLD? 


by Alan Emrich 


AUGUST 1995 • COMPUTER GAMING WORLD 



G"2 (cnnlinued from page 139) 

War (all three volumes, with 27 extra sce- 
narios from their Run 5 magazine), Reach 
FOR THE Stars, Gold of the Americas, 
Warlords, and Panzer Bahles (with 37 extra 
scenarios, also from Run 5 magazine); and 
Impressions’ When Two Worlds War, Global 
Domination, Conquest of Japan, and D-Day. 
Whew! That should keep us busy for a 
while reliving our glory days! 

* SSG is being mysterious about War- 
lords II Deluxe. We have discovered, how- 
ever, that gamers will gain the ability to 
make new terrain tile sets. So, in addition 
to custom units and shields (from the War- 
lords II Construction Kit), players can fight 
on terrain limited only by their imagination. 
There will be no ascend/descend function 
anymore, but wails (and any other terrain 
element) may be flagged as impassable. 

ailraciivc lo connccLcd generals, belli in 
icrnis ol'iime and money. 

Ali.ikd ClF.NKkAi. is also slated to have 
some kind of scenario editor (using (he 
exisiing game maps). 'Hiere was even talk 
in the Wai' Room of providing some geo- 
morjihie map boards for plaj’ers lo create 
tlieir own custom scenarios with. These 
majis would come in flavors such as West- 
ern Kronl, Desert, and Russian Front. 
While not flecided upon, old PanzerBlHz 
playei's would probably give a montli’s 
rations Ibr llnit liltle feature. 

The role-playing element of the 
game’s engine has been expanded in At.- 
t.iKii (hiNr.iUL, as well. While the fate of 
the world is not in your hands as it was 
phiying the ('-ermans in Ranze-R Gknkrai. 
(you can’t lose the whole war for the Al- 
lies), )’ou can gain more personal rewards 
in Ai.i.iKD (iiiNKiUL. Finally, there will be 
less dujiliciition and overlap between the 
.scenarios in A 1 . 1 .IKD Geneica!. and IWnzer 
(‘.EN'ERA i. than you might expect. Except 
for the Allies’ Operation Jupiter (their 
|ihmned pre-emptive invasion of Nonvtiy 
in 19-10), players will see all new maps 
and nnmy previously explored btUtles 
from a whole new perspective. 

Not lo let a good engine idle, the sec- 
ond I’an'ZER GkneR/\i. sequel will be, brace 
yourselves. Fantasy Geneical. Yes, in- 


stead of tanks there will be knights tind 
trolls, insletid of tiirplanes there will be 
btilloons tmd dragons. Even powerful but 
brittle mechanical contraptions can be 
sent to battle, along with summoned and 
conventionally mustered forces. 

Although Fant.asy Geneicai, is still in its 
early stages, the world (with art by Dave 
Jensen) will be made up of about a half- 
dozen continents, each with distinctive 
terrain chai'acteristics (volcanoes, ice, 
etc.). Each continent represents a cam- 
jDaign oi' several scenarios and, of course, 
the world is yours to conc[uer in the name 
of freedom, goodness, and Elven pie. 
With the success of SSG’s Warloros se- 
ries, can the heroes, items, spells, sum- 
moned units, and “metal tech” 
monstrosities ol' Fantasy General find 
their niche among us? Probably... 

WHATEVER HAPPENED TO ...? 

On other fronts, Gary Grigsby (IGami'E- 
(;rui-I'E, War in Ru.ssia, Panzer Strike, 
and PaciI'TC War) ha.s not faded away like 
the old soldier that he is. Instead, his 
Steei, Pan'I'IIERS is clue out in early fall 
and looks like a miniatures micro armor 
battle on the computer. The SVCiA 
grajjhics and sound surpass anything that 
(irigsby’s legions of fans are used to, and 
the CD-ROM holds a gigabyte of com- 
pressetl video footage to add to tlie 
minialures-like feel. Grognards will be 
comforted to know that the Tables of Or- 
gtinizaiion & Equipment cover all Euro- 
pean and Asiatic major powers, along 
with most ol'ihe minor nations — over 
230 unit types in all. Units represent in- 
fanliy stjimds and single vehicles, which 



DEAR MR. FANTASY Wargamers expecting Civil 
War General w\\\ have to wait, because the next 
game in the series after Allied General will be 
Fantasy General, akin to Warlords II from SSG. 


can be grouped together lo ease the issu- 
ing of commands. Terrain sets include 
desert, jungle, siejjpe, etc. and- — get this 
— Si'EEi. Pantiier-S is towing the line with 
SSI’s new battle plan by including both 
modem and e-m<iil play (granted, mo- 
dem jihiy could be tedious Tvith the 1 
go/you go turn system, but gamers will 
have the choice), 

Not lo be outdone by Panzer General, 
Sti'.ei. Pan’ITIERS will feature six different 
campaigns linked i'rom among its 30 to 
40 sccmirios, in addition to randomly 
generated l)attlcs. Finally, some shocking 
news for Grigsby grognards — the inter- 
face is almost completely mouse-driven! 

Also joining in formation is \V.arc;amk 
C oN.siRUt;r[()N Krr III: The Age oe Ri- 
ELES. Norm Roger’s (Stellar Crusade, 
Red LR.tri'NiNG and 'Fanks!) latest covers 
the era l)etwcen ilic Mexican-American 
war (1847) and the Russo-Japanese war 
(1905), where the range and accuracy of 
rilled firepower made cavalry charges ob- 
solete. Battles from the Sudan, the Boxer 
Rebellion, the Zulu and Boer Wars, the 
Crimean War (go Tight Brigade!), the 
Wars of {'>erman Unification and, of 
course, the American Civil War, are all 
featured. Ru les features PBEM and, if 
things work out right, modem play at two 
diil'ereni, 15-miiuite-per-lurn scales: regi- 
ments maneuvering among 200 yard 
hexes, or brigades maneuvering on 400 
yard hexes. 

'Fhe reseiY'es of the SSI batilepian arc 
provided by boardgame publisher GMT 
and their (iREAT B.ATii.ES OE AleX/\nder. 
Converting the award-winning board- 
game lo a Windows ‘95 environment is 
taking longer than expected, so this 
product is likely to be bivouacked until 
‘96. When complete, it should have mo- 
dem and network support for head-to- 
head and multiplayer play. 'Fhe 
miniatures look gives the appropriate 
feel ;md the extensive online help also 
lists the many statistics of units (morale, 
training and combat elTecliveness} whicii 
so enriched the boardgame. Of course, 
while you are wailing for the comjjuter 
version, GM'F has just released a deluxe 
vei'sion of the boardgame, available at 
yotir local wargaine-savvy hobby store. 
(Or contact (iM'F directly at 800-523- 
61ll.)4r 


140 COMPUTER GAMING WORLD • AUGUST 1995 





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PREVIEW 




Designing Warfare 

Empire II Lets You Rewrite History — One Battle At A Time 


by Terry Lee Coleman 

T UI'; ciAMK OK Kmi’iri': has a long 

AND DlSl'lNCiUlSIlKU GARLLR WITH 
CiOMI'U TKR (.lAMMRS. 'rilK ORIGINAL 
Emi’IRK, ii Strategic world con- 
C|uest game programmed on a 
mainlrame computer in the 70s by Wal- 
ter Hriglii, was adapted by Mark Bald- 
win in tlie 8()s for PC^s. Its simplicity 
and dcjJtli earned it many honors from 
gamers and the gaining press, and was 
one ol the Ibunding members ofCGl-Ks 
Hall of Fame. 

After the success of Fmpiri-:, Baldwin 
partnered with fellow designer Bob 
Rakosky lo create Fmimrl Dell'Xi:, a 
deeper game with better grai)hics that 
sacrificed none of the original game’s 
charm or playability. Many strategy/ 
wargamers considered F.mi’IRE Deluxe 
the simplest, niosi elegant wargame 
around. So what’s in store for the thii'd 
game in the trilogy? Well, if you sus- 
pect that Empire 11 will Just be Empire 
Deluxe with a facelift, guess again. 

SCALIHG DOWN & DIRTY 

Empire 11 is noi a strategic game, but 
“grand tactical,” similar to SSI’s B.-vr- 
TLES OE Napoleon, or the board game 
Majxtleoii’s Last Baltics. At this scale, 
those old wargaming standards, Zones 
of (Control, are still applicable, although 
they only slow movement rather than 
stop it outright. Unlike most wargames, 
normal combat occui-s in the same 
sjjace ratlier than between adjacent 
units. Certain units are rtited for ranged 
lire, and if their lechnolog)' is sufficient, 
they can target a partictilai' unit instead 
of just a given location (see accompany- 
ing chart). 

While the scale allows for some ma- 


neuver and fi- 
nesse, it also requires that the 
players get down and dirty to achieve 
their victory conditions. The victory 
conditions, like those in Empire 
Deluxe, are generally concerned with 
the occupation of strategic points, such 
as towns. But whereas the world of E.vi- 
PIRE Deluxe was spread over entire con- 
tinents, Empire II is confined to a single 
battlefield at a time, 'fhis doesn’t limit 
the replayability of the game, however. 
Built into the game system are models 
for every conceivable weapon from 
rocks and javelins to jet bombers and 
flying saucers. Thus, any battle in (or 
out) of histoiy may be re-created using 
tlie handy terrain and unit editor. 


For instance, the game supports 12 
different terrain types, plus varying 
weather effects. You could use a combi- 
nation of arctic terrain, broken ground 
and snow to simulate the confusion 
Napoleon laced at Eylau. If you’ve ever 
wondered why the English longbow was 
I he dominant weapon of the Hundred 
Years War, simply have the French 
knights advance over narrow, muddy 
terrain into the archers’ teeth. 

'fhe editor itself is a paintbrush of 
sorts: hills, forests, rivers and towns are 
but a brush stroke away, and the editor 
is fairly intuitive and easy to use. The 
terrain details arc subtle enough to dif- 
ferentiate fordable creeks from rivers 
suitable for Civil War gunboat naviga- 
tion, so there’s little worry about each 
scenario you create being too similar. 


SPARTAN VACATION I designed this map for a Persian-Greek War sce- 
nario with the Empire II editor. Notice how the gap in the northern moun- 
tains allows the Spartans to make their famous stand at Thermopylae, 
protecting the Greek city-states to the south. 


BUILD YOUR 
OWN CAME 

Construction kits 
for wargames are 
nothing new. Norm 
Roger’s Tanks! has 
spawned a cottage 
industry of sorts with 
dozens of new sce- 
narios. But as mucli 
as I admire what 
David Landrey and 
Novastar games 
have done with old 
SSI games. I can’t 
get too excited about 
their Tvnks! scenar- 
ios. Most are simply 
too unbalanced to be 
interesting from a 
gaming standpoint. 


142 COMPUTER GAMING WORLD • AUGUST 1995 


when jilayiiig over a iiei^vork. Sequen- 
lial piay is, ol' course, sLill the best ibr e- 
niail l)a(iles, as well as conflict where 
one side is employing a static defense. 

What all this framework does is al- 
low you to mix and match as you de- 
sign scenarios. While hardly complex, 
the system is ciuite capable of showing 



pos- 

edly kn 
when to march 
around enem\’ 
units and when 
to Slop and fight, 
but at the cur- 
rent stage of de- 
velopment this 
ability is unclear. 
In any case, you 
may still issue 
orders anew each 
turn for every 
unit, from pursu- 
ing enem\' units 


UNDER THE MICROSCOPE Empire II has five different zoom levels. The medi- 
an view (zoom 3) lets us see the whole battlefield, and looks a bit like 
Empire Deluxe. But the SVGA graphics are clean and clear even at maximum 
magnification. 


and the game engine itself 
still needs seriotis adjust- 
meiil (allhough Roger has 
issued an unoiricial patch — 
see 'I'he Patch File, pg. 

202). SSG’s W’.\R 1 .()RDS CoN- 
■STRuevnoN Sicr is much bet- 
ter, but has to overcome the 
stigma {for hist<.)rically- 
minded gamei's) of the 
game system being de- 
signed llrst for a fantasy 
game. 

What Fmi’irk II brings to the table is a 
belter mix of realism and playability. 
The morale rules are particularly well 
done, without the excesses of 'Fanks! 
When a unit reaches a certain loss 
threshold, there is a ju'obability that the 
unit will become demoralized, which in- 
creases as it takes greater casualties (but 
noi, as in Tanks!, affecting other units 
far removed). C-onversely, a previously 
demoralized unit may recover its will to 
("iglu, modified by the leadership factors 
j)resenl. I'he line-of-sight rules ai'e ea.sy 
to Lindersltmd and have the right feel 
for a game at this scale. Supply is ele- 
gantly handled by a combination of 
.supply sources and supply units (a Cavil 
War scenario would have Sutler’s wag- 
ons, for example). When out of sujjply, 
units may not use indirect fire, their 
zones of control disappear, and theii- 
ability to attack and defend is severely 
hampei'ed. 

The turn se(|uence is similarly 
straightforward and effective. I'.ach 
j)layer’s turn is divided into a planning 
phase, when ordei's are given, and an 
execution phase, when the orders are 
carried out. With a “Move To” order, 
for example, a unit could be given a 
destination several turns’ march awa)'. 
As the A1 improves, )-our unit will sup- 


to assaults on 
iheir positions. One reason this all 
works so well is that normal combat is a 
limclion of movement, which keej)s the 
action (luid. 

ONE GOOD TURN 

In what I ho])e is a trend, turns in Em- 
IMRK II may be either the old-fashioned 
sequential kind, or they can be parallel, 
where both sides issue orders, then 
moN'ement and combat ensue simultane- 
ously for both sides. The latter does a 
great Job of simulating the uncertainty 
of the battlefield, and is particularly hm 


ai'inies of Najjoleon and Frederick the 
{'«reai, 11' you tire of playing Luetzen. it 
also lets you pit wizards versus bug-eyed 
aliens with zap guns. The historian who 
wants exacting detail is advised to return 
to PAcai'ic War, as Empirk II is really 
only good for the “big pictui'e.” 

Of course, Mssrs. Rakosky and Bald- 
win will provide many scenarios from all 
eras of hislor)’ in the finished pi’ocluct to 
keep the interest of both veteran and oc- 
casional wargamers. Nonetheless, I sus- 
pect that many amateur game designei's 
are ilcliing to tiy their hand at forging 
Oetlysburg, Roarke’s Drift, or some oth- 
er battle they’ve always been fascinated 
with. You never really know until the 
shi'ink wi'ap’s on the box, but odds are, 
Baldwin and Rakosky have another hit 
on their hands. And if Empirk II, with its 
do-yoiir-own-wargame feature, actually 
has more rejila)’ value than even E.MPIRK 
Dl-a.l'XK, why, what a wonderful problem 
lo have! 


1 Unit Type 

Normal Combat 

Ranged Combat 

Target Specific Unit 1 

Roman Legion 

Short Sword 

Javelin 

No 

Mob 

Club 

Rock 

No 

Civil War Infantry 

Bayonet, Musket 

Musket Volley 

No 

WWII Bomber 

Machine Gun 

Bomb 

No 

Jet Plane 

Cannon 

Missile 

Yes 

Flying Saucer 

Laser 

Death Ray 

Yes 


This Chari shows some of the weapon types available for scenarios In Empire II. 

Note lhat as Uie technology improves, so does the ability lo target specific units in combat. 


AUGUST 1995 • COMPUTER GAMING WORLD laS 


REVIEW 


Perfect General 11 
Breaks Out 

Treading New Cround Or Virtual Retread? 

by Patrick C. Miller 



“Never mind what Clausewitz 
thought, what do you think?" 

— Erwin Rommel 

L ong iii-:i-uRK me became legendary 
•VS 'I'liK Di-:SERT Fox, Erwin Rommel 
rALlCaiT 'I'lIE BASIC C.ONCEl’TS OE 
wai'l'are lo miliraiT academy caclcis. 
Mis ability to sketcli iDatilcricld 
maps and troop maneuvers riveted his 
suidenls’ alienlion on liis lectures. Rom- 
mel believed that knowing the pi'inciples 
oCwiirlare developed by legendaty Pruss- 
ian general Kari von Clausevvit/ in the 
early I80()s was of 
little value to his 
students if they did- 
n’t understand how 
to ajjply them to the 
command decisions 
they would one day 
hitve to make on the 
balllclield. 

Rommel might 
have been amused 
at some of the liber- 
ties that The Per- 
EECT General II 
takes with history, 
but he probably 
would have appreciated the game’s abili- 
ty to show some basic princijjles of war- 
fare in a manner that’s both entertaining 
and interesting. QQP’s long-awaited se- 
(]uel to The Pereege Geneiul (originally 
released in 1991) is played on vibrant, 


high-resolution hex maps; relies on an 
easy-to-learn turn-based system that’s 
idea! for those just breaking into war and 
strategy' games; and, if you can accept 
PG2’s sometimes tongue-in-cheek ap- 
proach to wargaming with its weird little 
video clips of “generals” giving pre-battle 
advice, even veteran wargamers can llnd 
j)lenty to enjoy. 

NEW AND IMPROVED? 

Upon opening the box, PG2 initially 
appears lo be the original game with 
glitzier graphics and more scintillating 
sounds. After several houi's of jdaying 
various types o!' 
scenarios, howev- 
er, it becomes 
clear that QQP’s 
eUbrts extend be- 
)a)nd a mere 
facelift. The most 
impressive aspect 
of PG2 is its 98 
new scenarios, the 
vast majority ol' 
which are fun and 
interesting to play. 
If you haven’t 
played the original 
version of this 
game, you’re in for a treat; and if you 
have, you'll find yourself rediscovering 
the joy of dropping a well-placed heavy 
ariillei 7 barrage scjuarely on top ol' an 
enemy heavy tank grouj). 

The new bells and whistles are impres- 


sive. Colorful SVGA grtijihics include a 
zoom-in mode, and when viewed up 
close, the units recall PG2's origin as a 
tabletop miniatures wargame. Heavy 
tanks project ominous rumblings, ar- 
mored cars purr as they swiftly scoot 
along and infaniiy units ciy “Medic!” or 
“I'm hit!” as they’re eliminated from play. 

'I'he new toys include armored cars, su- 
per-hea\y Elejdiani tanks and machine- 
gun infaniiy that may lire while on the 
move. Some scenarios include aircraft 
that are uselul for taking out those pesky 
artilleiy units lucked .securely behind en- 
emy lines or for interdicting your oppo- 
nent’s transportation routes. Since units 
moving along rail lines can co\'er long 
distances in a single turn, I'ailroads are 
great for moving your iroojis c]uickly to 
the front or deep into your opponent’s 
lerriior)'. 

There are four camjjaigns based on 
World War II that siring together a series 
of scenarios. The camjxhgns incitide i.s- 
land hopping in the Pacillc, Kiii sk on the 
Eastern Front, the Battle of the Bulge, 
and North Alrica. You’ll want the variety, 
because while the A1 is imjjroved from 
the original game, it’s still nothing to get 
excited about, even when set to the high- 
est level of clinicuity. 

ADVANCE TO CONTACT 

PG2 is only available on Gl). While this 
may initially upset some gainers, I sus- 
pect many without CD-ROM lechnolog)' 
will linally see a need to upgrade. Even if 


Perfect General II 


Price: $64.95 
Requirements: IBM 
compatible 386 
DX33 or better, 4 
MB RAM, CD-ROM 
drive, SVGA graph- 
ics, mouse; supports 
Sound Blaster com- 
patible sound cards. 

# of Players: 1-2 (modem and hotseat) 
Protection: CD-ROM 
Designers: Bruce Williams and Andrew 
Visscher 

Publisher: QQP, Inc. 

Flemington, NJ 
(908) 788-2799 



laa COMPUTER GAMING WORLD • AUGUST 1995 









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liavc no trouble diving riglit 
iiiKi There is no tutori- 
al, so new players sliould con- 
sider selecting a small 
scenario and jjlaying at the 
easiest level ordinicully until 
they learn (he basics. Fortu- 
nalel)', the learning cun'e is- 
n’t (hat steep and the 
inleiiace is fairly intuitive 
with its mouse-driven poini- 
and-click commands and 
pull-down menus. 

The scenarios are designed 
to be jdayed “btilanced,” 
nieaning in QQP’s parlance 
that you light 

the battle nvice: once as 
(he attacker and once 
as the defender, 
arrivijig at an av- 
erage score 
and skill rat- 
ing for (he 
ttvo battles. 
This is impor- 
tant, because some 
scenarios are purpose!)’ 
heavily stacked in one 
side’s favor, the idea 
being that players 
must attempt to min- 
imize their losses and 
maKimize their victories to gain a higher 
overall score than their ojjponents. ^'ou 
do, however, have the option of playing 
etich scenario indi- 
vitlutilly as either 
the tiitacker or the 
defender. 

Fire and maneu- 
ver are the keys to 
success. With the 
exception of ma- 
chine gun-armed 
units, all units can 
lire only once per 
(urn. Learning to 
anticipate the most 
opportune time to 
(Ire (and resisting 
the urge to shoot 
Just because you 
c;ui) usuttlly marks 
the difference be- 
tween a seasoned 


STAY OUT OF MY SANDBOX This close-tip shot gives a good look 
at the detail of PG2's graphics. Notice the detail of the craters 
and burning buildings, as well as the tanks. 


veteran tmd a rookie conuntuider. .Ma- 
neuver is more difficult to master, but 
leai'iiing to take advantage of cover and 
concealment and knowing how aiid when 
(o mass ibrees at the critical point are vi- 
tal skills. 

Without (he ability to phiy against a 
human op|)oncnt, PCi2 would t|ualiiy as 
merely an above-average gtune. The 
iwo-jdayer head-io-head capability real- 
ly nnikes (his game shine, howe\er. 
F.\'en a reasonably-skilled human ojipo- 
nent will jjrovide far more challenge 
than the computer opponent set on its 
highest level of difllcully. Two-player 
games can be set up either through a 
inodein connection, a direct seritil link 
between two computers (a null modem 
connection) oi' by playing the game in a 


WINTER BLUNDERLAND It may not be realistic, but the German forces 
have every bit as much to contend with at Bastogne as did their historical 
counterparts — a good, tense scenario. 


RECON IN PORCE 

Those adept at playing the original will 


you elect to install the majority of the 
game to your hard drive (some -U) 
megabytes), you'll still need the Cin to 
play (he game. So, you might as well go 
witli the (jiiick install of 4 MB. P(12 in- 
cludes two full-color guides conlttining 
maps anrl brief descriptions of the sce- 
mirios, its well as a poster of the scenario 
itiaps used in campaign games. The 
manual adeciuately covers the basic me- 
chanics of the game, but QQP’s terminol- 
ogy and organization are, as usual, 
somewhat confusing. 

Each scenario consists of a map, btick- 
ground on (he situation portrayed, the 
turn length of the game, the number of 
points avaikible for purchasing initial 
forces, informtition 
on reinforce- 
ments. tmd other 
pertinent facts. 

One side is desig- 
nated as the at- 
tacker (red) and 
the other side is the 
defender (blue). 

These rlesignations 
can be misletiding, as 
in some scentirios the 
“defender” can win 
only by attacking. Both 
sides use their points to 
purclnise infantiy, tanks, 
artillery and aircraft, 
which (hey deploy to des- 
ignated areas on the map. Once that’s 
done, the battle begins. 

The (urn seqtiencc consists of {dotting 
tirtillery and ;iir strikes, conducting ar- 
tilleiy fire and air attacks, and engaging 
in movement between two direct (ire 
j-jhases. At (he end of each turn, the com- 
{Miter determines a score based on the 
number of victoiy-poini hexes each side 
occuj>ies. At game’s end, the computer 
calculates the final score, determines 
whether (he victoiy conditions have been 
met ;md (hen assigns the players a mili- 
tary rank based on their battlefield i)er- 
(<)rm;mces, ranging from First Lieutemml 
to Perfect (ieneral. 'fhis information is 
recorded in a data base that charts your 
jierl'ormance over the last 25 games. 


lae COMPUTER GAMING WORLD • AUGUST 1995 








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"Best Role-Playing Game of 1994” 

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Strategy Plus Magazine 
"Best Multi-Character CRPG of 1994” 


Jagged Alliance 

NEW Heights in multimedia 

"Although it is truly a genre-busting product, 
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BURNED MY BRIDGES BEHIND ME After capturing the city, the Red attacker 
begins to systematically torch the avenues of approach and to set up artillery 
for defense of “Water Central.” 


“hoLseal” lasliion with two j)laycrs shar- 


ing llie same computer. Kor those with 
Internet access, PG2 can l)c played via 
the ‘Net using a program called Inter- 
net Head-to-Head Daemon (IHHD), 
available at the cactus.org FTP site 
(pub/I 11 1 1 D/dialer 1.6. 4, shar). 

PRIENPLY PIRE 

QQP has injected new life into an old 


favorite by pro- 
viding a larger, 
more diverse 
group of sce- 
narios. Even so, 
the novelty will 
eventually wear 
off, and a sce- 
nario editor is 
currently in the 
works to help 
extend the 
game’s long- 
term playability. 
More troubling 
is the lack of at- 
tention to de- 
tail. Both the manual and the on-screen 
scenario descriptions have numerous er- 
rors, and there are annoying bugs in sev- 
eral scenarios. Although video clips of 
pseudo-generals give advice concerning 
specilic scenarios, these lips run random- 
ly, limiting their usellilness. 

Still, those disappointed that PG2 isn’t, 
more stridently hisioi'ical are missing the 
point. Despite its nagging Haws, Perkwh' 


GeneR/VL 11, like its progenitor, is a line 
example of how to have a fun, c:i.sy-to- 
play game with historical flavor (if nor ex- 
acting realism). Drannitic changes to this 
successful formula risked turning the 
game into something it was never intend- 
ed to be. PEREEcri' Generai. II manages to 
illustrate the fundamental princij)les o( 
warfare while it entertains and makes you 
think. M'hile Rommel might have tjuib- 
hlcd about the particulars of the former, 
he would certainly have been pleased by 
the latter. W 


THE EDITORS SPEAK I 


PERFECT GENERAL 2 

PROS Excellent graphics and 
sound, stiinulating head-to-head 
play, nice campaigns and a wide 
variety of well-tlesigned, fun-to-play 
scenarios. 

CONS l.ack of a scenario editor, 
mediocre AI and irritating documen- 
tation errors. 



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148 COMPUTER GAMING WORLD • AUGUST 1995 







THE MOST CELEBRATED STRATEGY GAME IN HISTORY GOES ON-LINE. 
INTRODUCING SID MEIER'S CIVNET? 



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head-to-head by modem. Build the Pyramids and the Great Wall. Conquer Earth or an 
undiscovered planet. Play history’s greatest leaders and your friends - in any combination, 
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@1995 MicroProte Software, Inc, Allrighti reserved. 



REVIEW 


Civil War 
Redux 

The Road From Sumter to Appotiattox II 
Issues A Call For Ninety Hour Volunteers 

by Josh Bruce 



T IIKRK NKVIUI SKl'MS IX) HI', A SliORI- 
ACK Ol- WARC.AMlsS COVKRINC I'lll': 
CONR-lCl'S 2nril CKNTURV, 

bill Ibr whatever reason, Civil War 
games are becoming increasingly 
hard to find. SSI’s Gi'Vr-|YSi5UR(;; Tiie 
Tukning Point is still the definitive Civil 
War battle simulation nine years after its re- 
lease. Strategic-level Civil War games, such 
as No Grua’TKR Gt.ORV (SSI) and Avalon 
Hill’s Ciivii, War, were dismissed almost as 
soon as they hit the market, the former for 
its overly ambitious scope (often more po- 
litical tiian militaiy) and the latter Ibr its 
abominable gi”aphic presentation and im- 
becilic Al. Kven Impressions’ i)esl-selling 
Thk Bi uk and Till: Grrv looked, at limes, 
as out of place as a new Union general fac- 
ing Lee across the Potomac, due to its 
poor Al and interface weakness. 

However, Ibr those who long to don the 
epaulets of Jackson and Sheridan, new 


Price: $49.95 
System 
Requirements: 

IBM-compatible 
■ 386 or better 
processor, SMB 
RAM. VGA/SVGA 
graphics, SMB 
hard drive space, 
mouse. 

Protection: None 
Designer: Frank Hunter 
Publisher: Adanac Command Systems 
Vancouver, BC, Canada 
[May be ordered through HPS Simulations 
(408) 554-83813 

From SuNrn-R to Apponlattox II. Like its 
predecessor, SU-ntter II is a massive strate- 
gic-level Civil War game, 'llie gtime strives 
to be comprehensive: the map stretches 
from Philadelphia to Mexico City at a scale 
of only 14 miles per hex. Each game turn 
is one week, land units are brigades and 


naval units are llotillas. 'Hie detail is cer- 
tainly there, and designer Frank Hunter 
has revamped the interface to make the 
immense amounts of data inoi'e readily 
available to the player. 

MARCHING THROUGH GEORGIA 

'fhe movement system is vaguely remi- 
niscent of SSG’s Batii.t.I'Ront series. In- 
stead of giving specific paths for units to 
take aaoss the map, objectives are select- 
ed for all units and the computer uses Al 
routines to execute both sides’ commands 
simultaneously. Despite some unfortunate 
bugs (such as the entire Army of the Po- 
tomac getting stuck behind the Chesa- 
peake Bay), play is generally tense, as 
ai inies grope toward one another tiying to 
gain the advantage. This is an excellent al- 
ternative to the “I movcA'ou move” school 
ofwargame design, pai'licularly since the 
sheer inagnilude of Sumtkr II makes a 
real-time simulation impossible. 

When your l()rces encounter enemy 
troops while nudging aax)ss the map, 
combat occurs and can be resolved in 
one of three dilferent ways; inputting 
your own I'esulis; using the quick res- 
olution system; or entering a tactical 
battlelield. 'fhe tactical maj) is remi- 
niscent of'fllK Bi.Ut: AND THE GrEY, aS 
the computer generates a random 
battlefield and the bi'igades are scat- 
tered across it at a scale of 400 meters 
per grid point. Uniiji tunately, the Al 
is so ine|)l at the tactical level that a 
lot of the drama is lost simply because 
it is .so easy to win the battles, lliank- 
fully, the giime supports modem play 


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versus oilier liuinan generals. 

Brigade.s are rated individually for man- 
power, number of guns, morale, training 
and commander, and they may be orga- 
nized into coips or amiies. A lot of die lla- 
vor comes from the armaments of llie 
individual units, which vary 
from simple caplocks to 
Springfield, Spencer or Sharps 
rides for both infantry and 
cavalry. Artillery units are sim- 
ilarly armed with Napoleons, 
Whitworths and the deadly 
long-range Pairot guns. Creat- 
ing your own Iron Brigades is 
a treat, and watching them in 
action on the tactical battle- 
field — ^where the differences in 
weapons, training and morale 
levels really take effect — is so 
interesting that it almost 
makes up for the lame com- 
puter opponent. 


niuses and incompetents on both sides. 
SUMlTR II goes to gieai lengths to model 
the affect these often chtu'ismatic men had 
on iheii' forces. Ovar o)ie hiaidml dillercni 
leaders are represented in the game, each 
rated for aggressiveness, combat ability, 


STONEWALL, I NEED YOU IN TEXAS You may peruse the abilities of potential army 
leaders, or, more realistically, leave their attributes hidden and promote based 
on their game performance. 


WE ATTACK AT DAWM 

Of course, armies reejuire leaders, and 
the Civil War had a wide diversity of ge- 


initiative and inspiration, It is the latter 
(juality which will cause purists’ heads to 
turn, because it isn’t an easily quantifial^le 


ability. Yet, it allows for such gems as Lee’s 
amazing defeat of Hooker at (diancel- 
lorsville, or Cram’s bulldog-like determi- 
iialioii to subdue Vicksburg at any cost, 
fhe leaders all seem to have the correct 
feel: Hood picks a lot of fights but loses 
most of them; McClellan does- 
n’t move or fight well but is a 
gi'cat inspiration to his troops; 
and Lee is superb in every 
area. Simply put, SuM'i'Kk If 
has the best leader modeling 
of any Ci\'il W^ar gtinie yet re- 
leased for the computer. 

SuM'itiR If takes a similarly 
grand view of the “economic 
war,’’ and does an excellent job 
of showing how tlie superior 
inanpower and resources of 
ihe Union translated into vit- 
toiy both on and off the licici. 
Each slate is individually rated 
for how much manpower, sup- 
plies and armaments it pro- 
duces. A key to the game is striking a 
balance between men in (he lactoiy versus 
those in the army. If volunteers aren’t 



152 COMPUTER GAMING WORLD • AUGUST 1995 




eiioiigli, how many men should we draft, 
and which t)’pe of unit siiould each state 
j)roducc? \\^lile the strength of the North- 
ern economy allows the Union player 
more latitude with his economic decisions, 
the Southern economy is extremely limit- 
ed, with half its production comprised of 
cotton, Mowever, the ct^llon can be traded 
in Kurope Ibr munitions if a blockade run- 
ner can make it there and back again. 
Hence, the blockade and naval war be- 
ctanc paiamtaint, since even the best-laid 
plans depend on ihat shipment of Spring- 
fields aniving in lime for the battle. 

Political events also j)lay a vital role in 
Sum it:r II, and range from the French in- 
vasion of Mexico to conflict between the 
Union and Great Britain. Random events 
may allow you to bargain ^vith Mexico, giv- 
ing up pan of'Iexas Ibr Mexican inteiv’en- 
tion; or perhaj)s the French might be 
willing to oiler aid for concessions in New 
Orleans. Unlike many wargames, where 
conflict seems to lake place within a vacu- 
um, the political tensions of the mid-19th 
teniuiy woild are a large part of SL'.Nm-iR 
II. Even so, ihe j)oliiics do not dominate 


the game, as they did in No GrivVIIIr Glo- 
ry, but seive to enrich the gameplay, tuid 
add a nice mix of historical “what-il” twists. 

BUT DO WE FIGHT OH GOOD 
GROUND? 

Unfortunately, the incredible depth of 
gameplay is not matched by either the 
graphics or siiund su|}poii — the latter be- 
ing non-existent. Admittedly, for most 
wargamers, “the play’s (he thing.” Still, re- 
cent games such as Panzlr Gkni'.rai,. have 
shown that appropriate music, sound ef- 
fects and gi'aphics do enhance the experi- 
ence. As popular as (he American Civil 
War is (even among non-wargamers), it’s a 
shame dial Si'M I'KR II’s inadetjuale sound 
and visuals might keeji it from being 
played. 

As it stands, this is the only strategic-lev- 
el Civil War game worth playing, \\1iile 
SuMTF.R 11 shares some of the deliciences 
of its coiujieiition — why can’t a strategic 
Civil War game have decent Al? — the 
overall depth of the design tillows it to rise 
above its shorlcomings. Miniatures enthu- 
siasts will eiijoy playing oiii large battles 


such as Shiloh or Antietam, then simply in- 
putting the results into Sl'MI'KR II, and 
even hardcore gamers will line! themselves 
pulled in by the number of strategic, politi- 
cal and economic options available. Frank 
Hunter continues to refine his design, and 
it shows in a much more (iictised and en- 
joyable game than the original Road I'ROM 
SuYfiLuTo Ai>i*()MA'i’ro\. 'Ihis isn’t the de- 
finitive Civil War game, but it is a worthy 
effort. And besides, if we wait litrSid Meiei’ 
to finish his War Between I'lie Stales 
game, it might be the next cenimy before 
we stand atop Uiokoul Mountain, ir 


THE EDITORS SPEAK I 


THE ROAD FROM SUMTER TO 
APPOMATTOX 



PROS Lots of dejXh. Leadership, lo- 
gistic, economic, and political factors 
are well-intcg'ited. 

CONS 'Hie dated graphics, lack of 
sound supjTort, and weak computer 
opponent rob from (he firepower of 
this othenvise well-designed musket. 



AUGUST 1995 • COMPUTER GAMING WORLD 1S5 








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STRATEGY 


Anti-Alien Tactics 

Fire Teams And Formations In XrCOM: TERROR From TElE Deep 

by Jeff James 


This collection of tips, tactics and advice for MJcroProse’s X-COM: TERROR FROM THE 
Deep has been excerpted with permission from the book Totally Unauthorized X-COM: 
Terror From the Deep by Jeff James and BradyGAMES Publishing. 


I N ORDKU TO MAKK MANAGING YOUR 
TR00I'1-:R.S a bit K.'\5IER, it may be use- 
ful FOR YOU TO AnOPF THE TWIN 
principles of fire leanis and forma- 
tions. These principles are loosely 
based upon the tactics and strategies em- 
ployed by real-world infantiy comman- 
ders. II’ you’ve ever seen combat footage 
of an elite infantiy team in action, you’ll 


combat area wiih precision and in a par- 
ticular formation. You won’t see elite 
teams of Navy SK/VLs or Army Rangers 
casually streaming unto the battlefield in 
rag-tag fashion. Likewise, your X-COM 
troopers sliould be deployed and moved 
about the battlefield with some overall 
tactical j)lan. 

FIRE TEAMS 

lure teams arc important because they 
allow soldiers to give each other support, 
both in terms of spotting and firing upon 
any enemy soldiers they encounter. At 
the most basic level, a fli'e team can con- 
sist of two soldiers. While one soldier 
moves foiward, the other covers his ad- 
vance from a concealed ])osition. Once 
the first .soldier has reached his objective, 
llie second soldier moves fonvard. These 


two soldiers then take lurns covering 
each other, nuiking sure ihai any ene- 
mies don’t sneak up on them. (Iranted, 
attempting to make youi' way through a 
large baitlefield crawling uiih aliens with 
just two iroopei s would be utter lunac)’. 
Ideally, you should enter the battlefield 
with around 8 to 12 soldiers, 'lake less 
than that, and you risk not having 
enough firepower for the mission. You 


can — and should — lake more soldiers 
in some missions, but I’ve found that 
having too many soldiers means that 
they’re often gelling in each other’s way. 

1. Formations. Once you’ve divvied 
up your troupers into 
self-supporting fire 
teams, you can next 
think about giving those 
fire teams a fornuilion 
(see sidebar, "Marching 
In Formation”). Oi’ga- 
nizing yoiii' .soldiers inio 
formations gives you 
three primary benefits; 
concentration of fire- 
power, imjji'oved defen- 
sive strength and ease of 
movement. 

2. Firepower. Soldiers 


in formation tend to spot and fire upon 
enemies as a unit, making a fitrmation a 
dense concentration of firej)ower which 
you can use to blast through the enemy. 
One soldier may see an alien but not 
have enough time units to fire at it. How- 
ever, the nvo soldiers next to him in for- 
mation may be able to fire and hit the 
alien. 

3. Defense. A formation also imparts 
extra defensive value to your troopers. 
Instead of hunting for aliens with only 
one set of eyeballs, working in a form;i- 
tion gives you many more vtmiage points 
with w'hich to spot the enemy. Most for- 
mations also have a trooper dedicated to 
guarding the rear of the formation, en- 
suring that you won’t be surprised by 
aliens sneaking ujd on you from behind. 

4. Movement. \Vhen you jTui your sol- 
diers together in a formation, it becomes 
much easier to move your soldiers as a 
group. Far too often I’ve been tempted 


to send a solitaiy soldiei' off on a wild 



TERMIKEX 2050 If you look closely in the cracks, you can some- 
times peer into the next room and exterminate a few alien bugs. 


see that they deploy and move into the 


Instead of moving through doors to open 
them, simply stand in front of the door, move the 
cursor one space beyond, then right ciick. The 
door will open, costing the aquanaut who opened 
the door no TU points at all! 


9 

y 

/ 

w 




EV' 


AUGUST 1995 • COMPUTER GAMING WORLD 155 






s 

■t 


goose cliase lo hunt (or a wounded alien, 
only to sec him end up another casually. 
Il'your soldiers tiren’i in lormation, it be- 
comes far loo easy lo overlook a solitaty 
trooper standing where he shouidn’i be. 


ihe Geoscape screen inderinilely. Use 
ihis tip to your advantage by keeping 
the terror site active longer than nor- 
mal, allowing you to enter combat at a 
lime of your own choosing — in the 


During most combat missions, your aqua- 
nauts may be abie to spot aiiens in other rooms 
by iooking directiy into the corner of a wail or sub- 
marine. A harmless program glitch, this “feature” 
sometimes allows you to spot aliens hidden in 
rooms and subs that you normally might not see. 


A I'ormaiion jtrovides a visual device 
which prcvenis you li'oin overlooking in- 
dividual soldiei's. 

TERROR SITE TIPS AND 
TACTICS 

1. Attack Only in the Daytime. Us- 
ing the lij) described eaidier in this 
chapter, you can use your interceptors 
and transports lo keep a terror site on 


daytime. Terror missions rought at 
night are veiy clinicuk, and you should 
avoid them if at all possible. 

2. Save the civilians. Keep an eye out 
for the civvies — they have the bother- 
some tendency to position themselves 
right between your soldiers and the 
aliens during a fircfight. Aliens tend to 
ignore civilians that are unconscious, so 
cany around a Thermal Tazer or ;i 'flier- 


Marching In Formation 


'uTO®=Gaac3 

The smallest formation avallabie, it is- 
n't a formation per se, but simply two sol- 
diers covering each other as they 
advance. Regardless of the terrain, mis- 
sion type or any other factors, you should 
always move your squaddies in groups of 
at least 2 soldiers. 

Advantages: The easiest to set-up and 
maintain, it is by far the best formation 
type for close-quarters fighting, where 
large numbers of soldiers can lend mutual 
support by covering passageways and 
other avenues of alien approach while 
other soldiers advance. 

Disadvantages: Whereas formations 
with three or more soldiers have a sub- 
stantia! reserve of firepower to draw 
upon, the soldiers in a two-man formation 
are woefully outgunned. Since the two 
soldiers can only watch two directions, 
the chance of an ambush Is increased. 


'Q ~.y.. Q 

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^ J.. - 



156 COMPUTER GAMING WORLD • AUGUST 1995 







nial Sliok Launcher lo zap all Lhe civil- 
ians you lincl into lhe land ol' nod. 'Lhe 
aliens will ignore Uieni, and you’ll be giv- 
en ci'edii for saving them al lhe end of 
lhe mission. 

3. Easy on the explosives. High ex- 
plosives such as sonic pulsers and HE 
aniniunilion have lhe tendency lo dam- 
age crealures and objecis with a certain 
range. Clhucking a sonic puiser at a Deep 
One may c|uickly end his viability as a le- 
gitimate threat to your Ibrces, but il will 
also blow lhe half-dozen civilians stand- 
ing next [o him to bits as well. You get a 
big negative point bonus for killing civil- 
ians yourself, so use grenades and other 
area effect weapons only when you’re 
sure there are no civilians nearby. 

4. Speed is the key. While you’re busy 
iiunting down the aliens, tlie aliens are 
busy hunting down the civilians. Al- 
though you should still move your sol- 
diers with care, a bit more haste is 
recommended. If you \vait too long to 
hunt down all the aliens in the area, you 
won’t have any civilians left to jjrotect. 

5. Take to the Skies. In port and is- 


land terror site missions, the Displac- 
cr/Sonic SWS platform can be an in- 
valuable asset. Unlike the Coclacanih 
tanks, the Displacer can ily, allowing it 
to scout above, behind and around any 
terrain or structures in the area. The 
Displacer also has more 'I'Us than most 
soldiers, allowing it to cover vast 
amount of terrain and line! civilian- 
killing aliens quickly. However, any 
SWS platform is a liability in a ship ter- 
ror site, as they are simply too large to 
fit through most of the tloonvays and 
passageways on ;my ship. The mortil? 
Always try' lo take at least one Displac- 
er/Sonic on eveiy port and island terror 
site mission you go on. Leave them be- 
hind on ship terror site missions! 

MOLECULAR CONTROL 
COMBAT DEFENSIVE 
STRATEGIES 

Whenever an alien attempts lo alfecl 
one of your aquanauts with molecular 
control, the screen will center on the af- 
fected soldier and you’ll see a yellow-llasli 
briefly appear on the solider. If the alien 


One soldier may spot an alien, but the 
other soldier usually won't be facing the 
same direction to lend any fire support. 

A four-pointed star, with one trooper 
facing each compass position. Normally, 
your point man would face towards the di- 
rection of your advance, while the troop- 
ers occupying the left and right positions 
wouid look forward, angled slightly to the 
left and right, respectively. Finally, the 
trooper in the rear position would face to- 
wards the rear. 

Advantages: Since a soldier is covering 
each compass point, the diamond forma- 
tion is ideal for a defensive posture. This 
formation is usually adopted when estab- 
lishing a perimeter around a landing 
craft, defending a fixed location and/or 
escorting a wounded soldier to a safe lo- 
cation. 

Disadvantages: Since each soldier is 
usually facing a different direction, this 
formation is of little use in an offensive 


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Sonic pulsers are not destroyed by the explosion of another Sonic Pulser. Try this 
^ strategy: give one soldier nine sonic pulsers. Have him prime each grenade to “0” then 
have him stuff each primed grenade into his backpack. After all the grenades are primed, 
charge him towards the nearest concentration of aliens. The aliens will shoot him, and 
he’ll fall to the ground, spilling out the grenades. End the turn. You’ll see the first grenade 
explode, followed by the second, the third, and so on! Since the sonic pulsers aren’t de- 
stroyed by the explosions, each grenade in the backpack will explode in turn, doing mas- 
sive damage to everything in the area. Since a sonic pulser does 120 points of damage, 
this quickly adds up to over 1000(1) points of damage to anything nearby. 


allack was successful, you’ll see a screen 
appear which may state something like 
“Bernatcl Kevenu is unclei' moleailar con- 
trol” or “Bernard Revenu has gone 
berserk.” If a solider is repeatedly con- 
irolled or iianicked by alien molecular 
control attacks, chances are that 
the soldier has a low molecTilar 
control Strength rating. Sack 
the soldier M the first available 
opjioriuniiy. 

Perhaps nothing is worse 
than having your best soldier 
controlled by the aliens and 
used against you. How do you 
deal with molectilar-controlled 
atiuanauis? If a .soldier is at the 
recei\’ing end of a large num- 
ber of molecular control at- 
tacks, you should have him 
drop his weapons at the first 
available opportunity. If a soldier re- 
mains under molecular control, you 
should 11')’ to stun him with a 'fhermal 
fazer or 'fhermal Shok Bomb. Fimilly, as 
a hist re.sori, you may have to resort to 


shooting the molecular controlled soldier 
to keep your other soldiers from harm. 

Unlike aquanauts, SVVS platforms are 
totally immune to alien molecular control 
attempts. I'his can be particularly impor- 
tant if you’re facing large number of 


aliens which are proficient in molecular 
control combat. In these cases, an extra 
SVVS platform or two — especially the 
Displacer/Sonic — can mean the dilfer- 
ence between victoiy and defeat. 

If you’re facing molecular 
control-savvy aliens withotil. 
molecular Cfintrol attacks of 
your own, the best strategy is 
an aggressive one. The faster 
you kill the aliens, die less time 
they’ll have to conduct moleai- 
lar control atuicks on your sol- 
diers. file more aliens you kill, 
the lower their morale will be- 
come, increasing the chances 
that they will panic and flee. 
Killing aliens also bolsters the 
morale of your own troopers, 
making them less likely to pan- 
ic, freeze or go berserk. 


MOLECULAR CONTROL 
COMBAT OFFENSIVE 
STRATEGIES 

Once you have molecular control capa- 
bility, you should attempt to capture live 
aliens. Using a Molecular Control Reader 
to ideniily aliens as you spot them, )’ou 
should be able to locate a high-ranking 
alien officer, such as a commander or 
navigator. Once you’ve determined the 
identity of the alien, use a molecular con- 
ti’ol Disrupter to control the alien and 
move it close to you. Have the alien move 
towai’ds a team of aquanauts equipped 

irole. Soldiers are also grouped more: 

: closely together than In any other forma- 
i tion, making them especially susceptible 
to area effect weapons such as grenades, 
i torpedo launchers and other powerful i 
weapons. 

: @@CGBQ®CC1 

This formation places your soldiers in a 
I staggered line, with each soldier posi- 
tioned successively to the right or left of 
the frontmost unit in a diagonal line. The 
echelon formation is ideal if you expect to 
I face an enemy presence either to the 
I front and/or one of your flanks. When us - 1 
I ing this formation, it is a good idea to po- ' 
sition a map edge or obstacle to the flank 
opposite the echeloned flank. For exam- 1 
; pie, a team of aquanauts in echelon right 
formation should have either the map 
ledge, impassable terrain or a secured; 
area of the battlescape to their left. | 
Advantages: This formation has very j 
good firepower and spotting ability to the 1 
front and to the echeloned flank. Using 
the suggestions outlined above, this can 
be a very effective formation when em- 


if you don’t have enough 
' soldiers to tackle a terror site, 
you have yet another option. Load 
your transport with one soldier and 
send the transport to the terror site. 
As soon as the transport touches 
down and the combat begins, abort 
the mission. You’ll still lose a few 
hundred points, but nowhere near 
as many as you would have lost if 
you ignored the terror site entirely 
by not sending a transport. The 
same strategy can also work for ar- 
tifact site missions. 



158 COMPUTER GAMING WORLD • AUGUST 1995 




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Aliens do not need 
to maintain line of sight 
(LOS) in order to conduct 
molecular control attacks. 
So no matter how well 
your soldiers are hidden, a 
molecular control-capable 
alien will be able to find 
them! 


with Thermal Tazers and Tliennal Shock 
Launchers. Wait one turn for the alien to 
ie\'ert back to normal, then stun it. 

In some missions — particularly two- 
stage missions like artifact sites and alien 
colonies — miming out of ammunition 
can be a real problem. 'Hie answer to this 
ammunition shortage may be closer than 
you think. Instead of killing aliens out- 
right, you can molecular control them. 
Once controlled, simply have the alien 
throw his weapon to you. After you’ve 
picked up the alien’s weapon and un- 


ployed along map edges and next to large 
structures. 

Disadvantages: This formation can be 
hard to control, and soldiers in this forma- 
tion have poor line of sight and firepower 
to the rear and on the non-echeloned 
flank. 

aCMEOCi 

In this formation, ail of your troopers 
walk abreast in a ragged line. The point 
man should walk slightly ahead of the 
rest of the unit, with heavy weapons per- 
sonnel placed on the extreme ends of the 
formation. 

Advantages: This formation provides 
the most powerfui forward field of fire 
available. Since all your troopers are ba- 
sically facing the same direction, you can 
lay down a withering barrage of fire to- 
wards anything that crosses your path. 
Since your soldiers are walking next to 
one another, the chances for friendly fire 
casualties are ail but eliminated. This for- 
mation works well as a moving screen, 
serving to shield less heavily-armored 
soldiers following to the rear from enemy 



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Don’t use molecu- 
control on civilians! 
Once they’ve been con- 
trolled, they switch to the 
alien side, moving along- 
side their alien attackers. 
Since these traitorous 
civilians count as aliens 
for the purposes of finish- 
ing the mission, you’ll 
have to stun or kill them to 
proceed. 


k)U(locl itic aininunition, you can then 
clispaLcli llic alien at your leisure. 

Some aliens are so tough and deadly 
that they make invaluable additions to 
your X-CX)M squad when they have been 
molecularly-controlled. Lobster men can 
be particularly lough against other aliens, 
as their lougii exoskeletons prevent tliem 
ii'om taking most damage. Bio-Diones are 
also useliil, but their bothersome tenden- 



fire. This formation works best when 
you’re facing a large concentration of 
aliens grouped together in one map loca- 
tion. This formation works best with a 
large number of soldiers, especially when 
sweeping across vast expanses of terrain. 

Disadvantages: Line of sight and fire- 
power to the left, right and rear of this for- 
mation is very poor, making this a poor 
formation for use in combat areas where 
aliens may be attacking from a variety of 
compass points. This formation also re- 
quires a goodly amount of soldiers to 
work to its full potential, so this formation 
may not be an option In all cases. 

CJTSGXgs 

One of the more popular formations, the 
wedge configuration is a good all-around 

i 




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cy U) explode wlien lired upon can endan- 
ger Ollier nieinl)ers of your squad. For 
dial reason Bio-Drones make excellent 
“Kaniika/.e” iroojiers — simply charge 
one towards the largest gi'oup of aliens 
and hope they destroy it. The undispuled 
favorile ol mosl TFfD commanders is the 
'friscene. Blessed with a thick hide, a jiow- 
erltil sonic cannon and gobs of health and 
sianiina jioinis, this massive monsirosily 
(it occupies (bur squares on the bat- 
descajie) can be used much like an vSWS 
plallbrm, absoihing and meting out vast 
amounts of punishment. 

While it’s line that X-Com: Tkrror 
Fro.m 'fur. Di'i-a* is more dihicult than the 
original X-Ck)M, these tips should go a 
long way toward helping you once again 
overcome the insidious alien threat. 
Ciood luck, and keep those fields of fire 
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combat posture. Soldiers are arranged in 
the shape of an inverted “V". This forma- 
tion will be used more often than most, as 
It Is well-suited for many different types of 
combat situations. 

Advantages: The vee-wedge provides 
good, overlapping fields of fire to the 
front, left and right. This formation can 
project firepower best to its front and both 
flanks, with poor firepower to the rear. 
The wedge formation is arguably the most 
effective formation for most combat mis- 
sions. 

Disadvantages: The wedge can be diffi- 
cult to control at times, and soldiers 
arranged in wedge formation are some- 
what more susceptible to area effect 
weapons such as Sonic Pulsers and Dis- 
rupter Pulse Bombs. 



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AUGUST 1995 • COMPUTER GAMING WORLD 165 






REVIEW 


Medieval Mayhem 


RAW Entertainment Traces The Rise OF THE WEST 


by Terry Lee Coleman 

J AMlvS V. UUNNIG/\N IS AS CLOSK lO A 
MVmiC l-IGURK .'VS B()/VK1) WARGAMING 
COULD PRODUCE. TUK DESIGNER OE 
over 100 games, lie is belter known 
these clays for liis best-selling books 
and Ills analysis of the Gulf War. Still, 
anyone who lias played board vvargaines 
recalls Dunnigan, and his former compa- 
ny SPI, ihat boardgaming giant which 
gave rise to the c[iiaintly awkward phrase 
“An Historical Simulation.” 

Empires of the Middle Ages was uniciue 
among Dunnigan’s designs, because it 
took chances with 
scale and focus — even 
using cards in a 1980 
wargatne! — and large- 
ly succeeded. Empires 
is out of print now 
(worth .$100-200 at 
game auctions), but 
the game has been re- 
vived in computer 
form as Risk ok the 
We.S'1', its rules loop- 
holes nicely sewn up, and its game sys- 
tems ada|)ted for Windows. 'I'lie 
unassuming graphic palette will hardly 
thrill any gamer exposed to the SVGA 
lushness of Panzer Gener.\l. and there 
are no digitized explosions or clashing of 
swoi'ds to impress you with the sounds of 
the era. What the game does ofler, howev- 
er, is a broad yet elegant look at the Ibrces 
of change in medieval Europe. 

As the head of an empire, you are rated 
for iidministrative, diplomatic and mililaiy 
prowess, where the abilities are either: 1 
(inci'edibly inept); 2 oi‘ 3 (various stales of 
medioci'iiy); 5 (good); or 9 (incredible). At 
the beginning of each scenario, the leader 
of each empire has values based on his 
historical abilities. ’Ehus, Charlemagne is 
excellent across the board, while the 


Byzantines are generally more eflective at 
wai'ding olf enemies with the olive branch 
than the stvord. 

rhis version retains the boardgatne 
concejx of playing “cards” to peidorm op- 
erations, except that the number of opera- 
tions now varies with the size of the 
empire and initiative of the leader in- 
volved. do attempt conquest of an area, 
for instance, one must first raise an army 
with Administration, then attack with Mili- 
laiy, /Vssuming the attack is successliil. Ad- 
ministration will again be necessaty to get 
the newly-won province 
out of a Slate of unrest. In 
order to get victoiy points 
for a province, you mtisi 
have a diplomatic tie 
and/or a claim to an area, 
shotving that your “nation- 
al will” is recognized 
throughout the lauds. It is 
even possible to take ad- 
joining lands diplomatical- 
ly, if all the conditions are 
right. In order to win, you must get the 
most out of your sti'engths and weakness- 
es — the heart of any good strateg)' game. 

Before expanding your em])ire, you 
must weigh several factors, such as reli- 
gion, mineral/gold wealth, even language 
dill'erences between your lands and those 
you covet. Fortunately, you may access all 
of this inlbrmation through pull-clown 
menus, a huge advantage over looking 
them uj) in a thick manual. Similarly, the 
chance of success Ibr each endeavoi- is 
clearly marked in the operations window, 
relieving players from the tedium ol' solv- 
ing ihe complex formulas involved. 

Even t hough the computer does the 
dirty work, the lltivor of the boardgame is 
everywhere evident. Players fight civil 
wars, engage in trade, parley, attempt as- 


A YEAR IN PROVENCE Empire management is a del- 
icate balance in Rise of the West. Taxing the popu- 
lace to raid enemies can result in revolts at home. 


.sassinations, raid enemy lands, and sulfer 
from coriiiption, heresy, and limiine. You 
may even be excommunicated or die heii- 
less, and watch helplessly as your chari.s- 
malic 9-9-9 leader is replaced by a 2-1-2 
pujjpet. Special “holding cards” increase 
your chances (military advance) or dani- 
tige that of your neighbor’s (subversion). 

'fhe computer opponents are strong, 
;md enjoy trading cards — or (almost glee- 
fully, it seems) playing nasty c'ards on hu- 
man jtlayers. It’s hard to accuse them ol 
cheating, either, when none of the inlb, not 
even the caids, is hidden from an)' player. 
It’s a shame network play isn’t provided, 
but there are work-arounds for those who 
wish to play over lunch in the olficc. 

Ultimately, Rise ok the West is a leal 
player’s game, simple to learn and dinicull 
to master. It covers a neglected period of 
histoiy with good scenarios, a great cam- 
jxtign game and more than a little charm. 
It even goes beyond the boardgame by in- 
cluding a scenario editor, that new em- 
pires may rise and fall on your computer 
screen until the next millennium. Dunni- 
gan himself would no doubt be proud. 4r 


THE EDITORS SPEAK I 


RISE OF THE WEST 

PROS 'fbe best game on the .subject, 
with good AI and challenging scenarios, 
'llie editor gives unlimited replay value. 
CONS (kuners needing sexy graphics, 
sound, tuid jxmms might want to stay in 
the modem era. 


Rise Op The West 


Price: $34.95 
System Requirements: IBM 
386 or better, VGA graphics, 
2MB hard drive space, 
Windows 3.1, mouse 
Protection: None 
Designer: Greg Goheen 
Original Boardgame Design: 
James F. Dunnigan 
Publisher: RAW Entertainment 
Houston, TX 
(713) 286-2386 



166 COMPUTER GAMING WORLD • AUGUST 1995 









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Circle fleaefer Semce #33J 









GAMER'S EDGE 


Hints: The Universal 
Gaming Language 

Jason Strautman’s UNIVERSAL HINT SYSTEM Speaks To The Adventure Canter In Need 

byJeff James 


I r you’ve played many advenlui'e 
games, you’ve undoubtedly come 
across a puzzle, trap or other 
tenacious conundrum that siinjdy 
refuses your best atteinj)ls lo solve 
it. Alter repeated unsuccessful at- 
tempts to bypass the obstacle, you 
throw up yotir hands in frtistralion, re- 
move the game from your hai d disk, and 
toss it into the dusty recesses of your solt- 
ware libraiy, never to be played again. 

If you’re determined to see your way 
through to the bitter conchision ol'the 
game, you can take a trip to your local 
software shop and spend $20 for a cltie 
book, or you can dial up the game |xib- 
lishcr’s 900 hint line — usually at a buck a 
inintiie — for yet another pricey solution 
to your gaming dilemma. Tliankfully, 
there is a far less expensive— and more 
el'fective — solution to your adventuie 


vft}« Windout ppttenc^'.HBlii 


th a Steel Sky - 


Top _ , ^ _ 

ntd How do I avoid the creaturaUnthe subway? 

LIH Can I survive the crumbling tunnel past the second subway stop? 
Gro I can't open tlie metal door near the giant velnsi 
flQIll How can I get past the android? 

How can 1 get through the heavily locked door? 

How do 1 op en the door with the two hand sensors? 

" 


•ei 

How d 


shut down Line? 

1 get into the door in the wall? 

I keep from being absorbed by LIHC? 






TIERS ON MY WINDOW The Universal Hint System has a tiered hint structure, 
allowing you to get as much or as little help as you want. 


gaming difl'iculties: Jason Siraulman's 
UNIVKR.SAI. Min t Sys tem (UHS). 

rile UHS is a software syslem consist- 
ing of two parts; the UHS reader and the 


UHS hint file. The 
UHS reader is share- 
ware, and is available 
for a wide range of 
computer platforms 
and operating systems, 
including DOS, Win- 
dows, Macintosh and 
Amiga. Once you have 
the UHS reader, you 
can find and download 
the appropriate UHS 
hint files. There are 
over 100 UHS hint files 
available, ranging from 
classic adventure games 
like the first Zork to 
new titles like Mvs'i' and Ai.one in the 
Dark 3. 

After you’ve loaded the correct him file 
into the UHS reader, you’re presented 
^ ^ with a list of sub- 

|ccls, For example, 
the UHS hint file 
for Mvsi' lists eight 
initial topics, in- 
cluding “Finding 
the books,” "(dian- 
nelwnod,” “Me- 
chanical age” and 
“Sloneship age.” 
For information 
about any of the 
topics listed, you 
use your mouse oi' 
cursor keys lo se- 
lect the one that 
interests you. If you select ’’Uhannelwood” 
in our My,st examjftc, you’re taken to an- 
other window whicli oilers a short list of 
puzzle topics. After you’ve clicked on a 


UHS Reader - CAUHS^'ORKI .UHS 



GET THE PICTURE? The Windows version of UHS supports image files, 
like this crude but effective map of a crude but effective game — the 
original Zork. 


particular topic, you’re given a veiy vague 
hint about how lo solve the puzzle. If you 
still can’t figure it f)ut, another mouse- 
dick will reveal even more information. 
This process continues until you gel 
enough information to solve the clue on 
your own or until the program gives you 
the correct answer. 'I'his allows you to tai- 
lor the hints to meet your need for help, 
ranging from a geiule midge in the right 
direction to smacking you over the head 
with the answer. 

In addition to providing text solutions 
to adventure game puzzles, graphic im- 
ages — ^whether maps or screenshots — are 
supported in the latest revisions of the 
UHS him syslem. If you want tlie ultimate 
cheating tool, Slraulman also offers a ter- 
minate and stay resident ('fSR) version of 
UHS that, runs in the background while 
you’re playing die game. When you gel 
stuck, simply press the ALT key plus the 
“?” key to activate UHS and get the clues 
you need. 1 he latest shareware revision 


170 COMPUTER GAMING WORLD • AUGUST 1995 








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Cheat of the Month Club 

Terminal Velocity 

Psst! Hey, kid... Having trouble beatin' Apogee’s Terminal Velocity? That's cuz you’re playing fair. For a 
quarter, I can give you a list of cheat codes that will put you bach on top. What, no money? OK. I’ll trade 
you for a Panzer General unit editor.... 

Type these codes at any time during play. Note that several of these cheats will work only with the regis- 
tered version of the game. 

3IIREALM Prints “Smokin’!” on the screen and give you rapid-fire. 

MANIACS Refuel the afterhumer. 

TRFRAME Adds a frames-per-second counter in the corner of the screen. 

TRIFIRQ Renders you invincible. 

TRIFIR1 Instant plasma assault cannon (P.A.C.) and full ammo. 

TRIFIR2 Instant ion burst gun (I.O.N.) and full ammo. 

TRIFIR3 Instant rapid-targeting laser (R.T.L) and full ammo. 

TRIPIR4 Instant manual-aimed missiles (M.A.M.) and full ammo. 

TRIFIRS Instant seek and destroy missile (S.A.D.) and full ammo. 

TRIFIR6 Instant shock wave torpedo and (S.W.T.) and full ammo. 

TRIFIR8 Gives you full afterburners. 

TGIFIR9 Renders you Invisible. 

TRIGODS Also renders you Invisible. 

TRINEXT Jump to the nest stage In the current level, or to the first stage of the next level. 

TRISHLD Restore full shields. 

TRSCQPE Adds a sound oscilloscope to the screen. (Why?) 


change ihe living accuracy ol'all ilic aliens 


(version 9i)a) of UHS locks out several 
(eaiLires, so you’d be well-advised lo regis- 
ter [he sliareware version as soon as possi- 
ble. The registered version is available for 
a small fee of'SlO, and is highly recom- 
mended. 

'I'o register the shareware version of the 
Universal Mint System Reader for MS- 
UOS or Windows, Version 3.00, Revision 
95a, send $10 US to Jason Strauiman, 
P,0, Box 391481, Cambridge, MA02139- 
0015. 

'fhe shareware version olThe UHS can 
be found most commercial on-line ser- 
vices, including America Online and 
C'.om|)uSeiv'e. It can tilso be Ibund on the 
liuernet at the following F'fP sites: 
<ft|).gmd.de>or <wuarchive.wustl.edu>. 

XC0MUTIL1.2 

The X-COM and Terror From The Deep Game Editor 

by Scott Jones 

Although dozens of cheat and hacking 
utilities exist for X-COM: Tkrror From 
till': Dkki’, lew can accomplish what Sct)tt 
|ones’ XCOMUTII, 1.2 can. This utility 
allows you to fiddle with certain parts of 
X-COM and Terror From i iii; Dkep that 


ACTION/ADVENTURE 


7lh GussM 1 111 Hour /CD.. . 51.00 

Alone In The Dork 2 /CD 40.00 

Biolorge 45.00 

Oeolhgole /CO 34.00 

Oiscwofld /CD 36.00 

Oragonsphere /CD 32.00 

Ecslolico /CO .. 36.00 

King’s Quest 7 dos/mac 49.00 

Mogic Corpel 43. 00 

Relenlless Twixens Adventure 44.00 

Star Trek Tng Find /CO 56.00 

Star Trek Tng /CO 77.00 

System Shock 46.00 

Linder A Killing Moon /CD 56.00 

tinder A Killing Moon Sample CO . 6.00 

Zoffo /CO Windows 36.00 

WAR GAMES 

1942 Pocilic Air War /co 48.00 

1942 Poe. Air War Scenario 32.00 

Armored Fist dos/mac 46.00 

Botlladrome 43,00 

FlighI Commander 2 42,00 

Front Lines 39,00 

Ponzer Generol , 40.00 

ROLE PLAYING 

Dungeon Mosler 2 36.00 

Eider Scrolls Areno 40,00 

Pirates Gold /mac cd 48,00 

Rovenlotl Strods Possession 50.00 


Super Heros/Hoboken /mac CD 36.00 


are normally olf-limiis to other editors. 
Using XCOMUTIL with Tl'T’D, you can 


SIMULATION 

Aces Of The Deep 45.00 

Falcon Gold OOS/mac .. 52 00 

F-14 Fleel Delender Gold /CD .. 50 00 

Gone Fishing /CD 40.00 

Noscar Racing 42.00 

Pfivoleer Speciol Ops 25.00 

Strike Commander /CO 25.00 

U.S. Novy Fighters /CD. 47.00 

Wing Commander 3 /CD. 54.00 

Wings Of Glory 45.00 

Yeogers Air Combat me 40.00 

SPORTS 

NHL Hockey 95 40.00 

PGA Tour Golf 486 48.00 

PGA Tour Galf2 /MAC 45.00 

STRATEGY 

Iron Assoult /CD 40.00 

Jagged Alllonce /CD 47.00 

Lords Of The Realm /CD 38.00 

Mosler Of Magic /CO 39.00 

Mosler Of Orion /CD 40.00 

Oh Nol More Lemlngs /MAC 38,00 

Sim Tower /I4AC3.6CO 34,00 

X Com Ufo Defense 41 .00 

X Com Terror 38.00 

EDUCATION 

Little Turlle, The /mac . . , 32.00 

Pull Pull & Fatty Bears /mac 22,00 

Three Lillie Pigs Windows 15.00 

Tortoise And The More Windows .... 1 5.00 


you encounter to an absurdly high level, 
or you can replace their pistols with dis- 
rupter pulse launchers lo make the gtmie 
more challenging. Using the wide range 
of command-line options, you c;m make 
entire levels visible, rearrange your troop- 
ers in the I.eviathan tran.s|7()rt, and per- 
form dozens ol' other I'unctions. 
XCOMU'I’IL works with both the original 
X-COM and the sc{|ucl. It is available in 
versions for DOS and OS/2, and it can be 
found on ConijJuSeiv'e, America Online 
and ZillNct. Internet users can lind this 
utility at <wuarcrhive.wustl.edu> in 
<pub/msdos_iiploads/xconi> and 
<pub/msdos_uploads/xcom2>. 

Jeff James, CXiW cohimiiisl and Assneiale 
Editor of The Electronic Itoadlioiise, can he 
reached at 74774.l635@comptiseive.com. ir 

To locate these files 
on-line, time in to the 
CGW headquarters on ZillNel. Files fea- 
tured here can be downloaded from 
ZiffNet on Com|JuServe. On Com- 
puServe, go to ClomjTuler C.aming 
^Vork^s own forum (CO CAMK- 
^VORLD), and search in the (ianier’s 
Edge lile lihraiv, lihi'aiy 16. 


l-mK)-«23-3017 


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B ack in iiKiii scnooi., whkn 

I WAS S'l KUCCl.INC; ■IMROUC.ll 
ini'; •I'RIC.DNOMKI'UIC lliglll- 
iiiare that, was prc-calc, one 
ol’my best I'riends said, “Hey, 
just wail until calculus, 'I'hcn 
the math gets llin!” He was 
serious. So 1 wailed, and anxiously trotted 
to my lirst calc class my I'reshnitin year in 
college only lo be met by an entire semester 
ol' mind-numbing confusion, d'here was 
nothing fun about calculus at all! 

'fhal reaction has dominated my “math 
psyche” until 1 recently had the opporui- 
niiy lo chat wiih Seamus Blackley, direc- 
tor ol' Looking Glass Technology’s 
Fi.Karr Uni.imi it.d aerobatic llight simula- 
tor. Blackley is passionate about math, 
and over the course of our conversation, 
he actually helped me to slough some of 
my hatred for differential calculus. 

CALCU WHO? 

Calculus, for those of you who were 
sleeping off hang-overs dial semester, is the 
mathematics of change, While algebra will 
let you iitid the values of x and y, calculus 
will give you some solid inibrmation about 
how X changes through time, if x repre- 
sents something like the velocity of an air- 
plane as it launches into the air from a 
dust)' Arizona runway. (,)alculus is all about 
limits, about the minimum and maximum 
possible values for a variable. Since calculus 
deals with variables that are constantly in a 
state of flux, calculus apjilies very well lo 
the more dynamic things in our world, such 
as a bullet shot out of a gun, a spaceship on 
the way to Mars, or a Siikoi aircraft snap- 
rolling bO feet above a rocky plateau. 

'Hie latter example is what r UN- 
1 , iNtriT-:!) is all about. When Blackley set out 
to design this llight simuhition, he wanted 
the armchair pilot to get that “yummy, vis- 
ceral, fluid feeling that you gel when flying 


a real airplane." To do 
that, Blackley and the 
Fi.ic.trr Unlimitki) team 
had to dive head-first into 
the Navier-Stokes et]ua- 
tions, which, according to 
Blackley, are “horrible, 
complicated partial dilVer- 
ential eciuaiions” that mod- 
el the way a fluid behaves 
when it moves around a 
solid object. 

OF TABLES 
AND NEWTONS 

As far as Blackley can 
tell, Fi.itnrr UNi-iMfi'En is 
the first consumer flight simulator lo uti- 
lizes “computational fluid dynamics” lo 
model the way in which the air flows 
around an airplane. Prior to Fi.itarr Un- 
i.iMrii:D, most flight sims used a table-based 
approach to modeling flight. Fssentially, 
these sims replicated the real world by ac- 
cessing massive tables (jf real-world data, 
gathered either from real flight (in a plane 
loaded to the gills with sensors) or from 
wind tunnel tests. 

'Phis approach can lead to a veiy accu- 
rate sim, but only within the bounds of the 
aircraft’s table-data. It is impossible to exe- 
cute complicated aerobatic maneuvers in 
most sims because the data for those ma- 
neuvera just isn’t there. 

Some of the more advanced PG sims, 
such as Confirmed Kii-i., utilize a “Newton- 
ian” apjjroach. These sims calculate the 
force vectors acting upon a plane using es- 
sentially college-level physics equations 
(veiy algebra-intensive), and from these 
vectors, the sim can calailale the change in 
a plane’s position. 

Neitiier of these approaches do a peifeci 
Job of translating the flight experience into 
the computer, Blackley claims. He points lo 


Microsoft’s Fi.ititri Si.Mt iator 5 as an ex- 
ample. AVhile he is quick to acknowledge 
that the Microsoft sim is technically veiy 
light, it just doesn’t impart that exhilarating 
feeling that a real pilot feels when banking 
tight over Miegs Filed. Blackley explained 
that eveiybody, pilot or not, has an intuitive 
sense of l()rce and movement. We all expe- 
rience it eveiy time we hop into our car for 
a late summer Slurpee run. We all know 
how a car should behave, how it leans when 
we go around a coi'iier, how our control in- 
jniis dilfer depending on our speed (it’s 
only a (]uick flick of the wheel to avoid flat- 
tening a ])ossum at 80 nijjh, but a huge 
yank at 20 mph). 

A MATHEMATICAL ODYSSEY 

When Blackley came aboard Looking 
(iiass, the)' were alread)' gearing up to do a 
flight sim. Lo<iking Glass wanted Blackley 
to give Fi.icari' Unlimited something spe- 
cial, and as he thought about the problem, 
he realized that he wanted to create that 
true “feeling” of llight that he felt was ab- 
sent from eveiy other sim he had flown. 
(Blackley is also a real pilot: the German 
carbon-fiber sailplane in the game is mod- 


17a COMPUTER GAMING WORLD • AUGUST 1995 




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HEX. BUGS & ROCK ROLL 


eled directly li'om die siiilpiane he iias out 
on Cape C'-od.) 

Blackley decitlcd not to lake the table- 
based approach because he iell dial he was- 
n't up to tile task ol' dealing with such 
massive cjuantilies oC numerical data. “I'm 
not smart enough,” he Joked. More inijior- 
lanilv. he ivanted whatever llighi model aj> 
proach he took to enable his plane to do a 
knife-edge sjiin, just like he’d seen at air- 
shows. 

So Blackley em- 
barked on a mathe- 
matical orlyssey to 
create the most real- 
istic llighi sim ever to 
ttppear on a I’C. 

Blackley, through his 
numerical sorcery, 
was able to create a 
llight model that uses 
diderential etiuations 
to determine the re- 
action of the air. 
moving as a lliiifl, 
over the surliice ol'an 
object {any object: 
li'om an airplane to a 
lawn chair). From 
that, he is able to use 
the data to then ligure out where and how 
a plane is moving in the sky. Basically, the 
air is modeled instead of the aii plane. 

“In Ft.icaif UNi-iMri tU),” said Blackley, 
“Hying straight and level is fun, because an 
airplane isn’t perlect — all sorts ofstulf is go- 
ing on." 

Using the comjdicaled Navier-Slokes 
equations as a foundation, Blackley was 
able to create a matheinalical approxima- 
tion of them which works in real time on 
a PC. 'Fhe Navier-, Stokes equations are 
used to determine the velocity ;md densi- 
ty of an active Iluid. When a plane is in 
llighi, some interesting changes occur in 
the air moving around the plane. Of 
course, lift is of primary concern for a 
llighi simulator. I, ill is created when the 
air pressure above a plane’s wing is signif- 
icantly less lb;m below the wing. 'Phis fa- 
vorable condition is created by the shape 
of a ^ving, or its airfoil, which makes the 
air move at a higher velocity over the lop 
of the wing than the air moving utider- 
neaih. According to Bernoulli's Theorem, 
air pressure decrea.ses as velocity increas- 


es. So we are left with a low pres.sure re- 
gion above the j)lane, and this creates a 
“force imbalance” that ])ushes the plane 
into the air. 

^Vhile this explanation tna)' seem a lit- 
tle complicated, in truth, it trivializes the 
whole process. So intiny more things are 
going on as the air mo\'es across the sur- 
fitce of an airplane: the propeller creates 
turbulence and a torque imbalance; the 
air eddies and curls as it comes olf the 


back of the wing; the air “sticks” to tlie 
surface of the airj)lane, causing drag; and 
bumps in the jdane’s shape, such as the 
jhlot’s canopy, cause turbulence in the 
mo\’ing air. All of this adds up to one hell 
ol' a mathematical nightmare, but all of 
those little blips in turbulence and pres- 
sure are calculated by the Navier-Stokes 
etiuations. 

Blackley’s goal was to approximate these 
eijuaiions, to make them “(eel” right. Me 
didn’t care if he was 20% f)lf in the results, 
as long as they worked correctly, worketl 
consistently, and the sim lelt right. 

The Fi.Kiii'i' UNi.iNJi t't;]) system is intelli- 
gent enough to know where to look for 
“something interesting” happening in the 
mathematical simulation of the airllow. 
Essentiallv, the program must compute 
the air pressures over the entire surface of 
the airplane, and convert those pressures 
into a series of force distributions, which 
are then used to calculate where and how 
the plane is moving. 

“Wlien 1 ha\ e a Sukoi pilot come up and 
hug me at tr.ide show,” said Blackle)’, "and 


exclaim ‘I can’t believe thisl’ then ! know 
that I’ve hit it pretty close.” 

OF BANDS AND BOUNDARIES 

Blackley explained that “boundaries 
drive dynamics” in our world. He used the 
examjde of a rock group Hying to put to- 
gether a killer album, but their basement 
studio doesn’t even have one tenth the 
etiuiinnenl of Micliael Jackson’s all-digital 
Sony studio. They’re Just recording on a 
chetip 'I’ascam 4-track, but those limita- 
tions, lliose constraints, push the band’s 
creativity and energ)', and more often than 
not (if they have the talent, ofcour.se), they 
come up with something much better and 
visceral (i.e., with move soul) then a mega- 
buck-siudio recording. 

It’s those boundaries, those limitations, 
which cause interesting and exciting things 
to bap])en. In Fi.itiirr Uni.imitkd, those 
boundaries are the surface of the aiiplane, 
and the “interesting things” are the turbu- 
lence and changes in air pressure around 
its surface. 

rrs FLYING, PLYING I TELL YOU! 

Blackley’s first step in the develoinneiit 
process was to plow through his real-time 
physics model, creating a math system that 
used some .sophisticated concepts or“group 
iheoiy” to take the three-dimensional air- 
flow data and tnmsform it, to “watp it,” into 
a more “math ftiendly" space. He then jjer- 
fiirms his modified Navier-Stokes integra- 
tions, and then transforms the data back 
into a three dimensional model. 

“That’s the most elHcient way to use CPU 
time,” explained Blackley, who estimated 
that his Iransfortnalions of the data Sjjed up 
the matli-intensive calculations by a factor 
of 100, with almost no loss in precision. 

Once he had the physics etjuations in 
place and running in real time, he created 
a model of a Hal plate (using a handful of 
wireframe jirograms to check movement 
and to visualize the airflow), and tweaked 
the ec|ualions until the flat plate fluttered 
down to earth just as it should. 'Hien he 
built a wing, and finally added a fiiselage. 

Next, Blackley built a “really bad air- 
plane.” He was studying “jhnhead books” 
which offered him formulas and counter 
l<)rmula.s, but it wasn’t until he picked up a 
book on actual aircraft design that he be- 
gan to understand why his plane wasn’t 



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HEX. BUGS & ROCK ROLL 



THE EVIDENCE, MR. SHAPIRO Dr. Asctier H. Shapiro, professor of 
engineering at MIT in 1960, illustrates how the shape of an airfoil 
generates lift. Air flows over the top of the airfoil faster than the 
bottom, reducing the air pressure above the airfoil and thus gen- 
erating lift. 


A CALL TO SERGEY 


working quite nglu — tJic tail was 
stalling and the center orgnaviiy 
was all oil'. 

“FtJGiir UnijmitI'Id runs just 
on the geomelty of the shape,” 
explained Blackley “Toss in the 
shape of a lawn chair, and it will 
I'ail, tumbling to earth, Just like a 
lawn chair would. Wlicn you ap- 
ply ailerons in the game, the 
only thing that happens is that 
you change the geonietiy of the 
wing. Everylliing else derives 
Crom that.” 

Once he had conlidence in his 
physics model, Blackley spent 
about three days entering the 
poim-by-point geomeiiy I()r the 
Extra -500 stunt plane, 'llie plane 
was “rocket powered” since he 
still hadn’t worked out tlie com- 
plicated forces involved in a pro- 
jx'ller and its component torque 
and turbulence. Once in liis “virtual air,” he 
put llie ExUTi tlirough its ])aces. 

“It snap-rolled like a moli]er#S%&'^!”, 
recalled Blackley witli genuine etiihusiiism. 


Blackley worked with Mike CJoulian, a 
member ol' the U.S. Aerobatic Team and 
1990 U.S. National Aerobatic Uhamjjion, 
to nail down the perfonnajice of the vari- 


ous stunt planes in the game. When they 
were testing the Sukoi, they Just couldn’t 
get it to break into a controlled spin prop- 
erly. Blackley was anxious, unsure if he 
would have to go back and wrestle with his 
math yet again. Bel<)re tearing apart the 
code, (ioulian put in a call to a friend, a 
Russian pilot named Sergey, who said, in 
liis broken English, “only half aileron.” 
They took the advice and attem|3ied the 
stunt once more, and it worked perfectly. 
The ailerons on the Russian-built Sukoi 
were so big that they were just pushing the 
wing too hard. 'I'lie physics weren’t 
wrong — instead, the pilots just weien’t tak- 
ing the idiosyncrasies ol'llie plane into ac- 
count. 

“You get eveiything for free,” rellected 
Blackley, “once you get the air’s fluid dy- 
namics light.” 

For Blackley, and the rest of the a ew at 
Looking Glass, the FLitarr Unlimfit-D ex- 
perience is “all about ex|}loiting your hind 
brain — it provides a real visceral experi- 
ence of Hying.” 

“I don’t really understand it,” confessed 
Blackley, “but thank (iod it’s light.” 4r 





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A Lean, Mean 
Gaming Machine 

What Do You Need For A Good Gaming System? 

by Mike Weksler 


O NK 01' Tl-U'; MOST COMMON 
QUESTIONS 1 HEAR ASKED IN 
COMPUTER S'I'ORES IS, “SHOULD 
I Ijiiy a new computer or up- 
grade the one I own?” This is 
usually followed by, “If I up- 
grade it, what component 
should I buy first?” Unfortunately, there 
are as many answers to these questions as 
there are clifTerent types of users. 

A good mle of thumb for detennining 
how your machine stacks up can be found 
in the new MPC level 3 specification for 
multimedia computers (see chart, next 
page). The new Multimedia PC Council 
level 3 specifications outline the minimum 
criteria for a state-of-the-art multimedia 
PC. I’d consider the level 3 spec to be a 
good minimum to shoot for if you’re 
sho]3ping for a new gaming computer, be- 
cause game developers are gi'eat at push- 
ing the envelope of computer 
performance. 

SHORT CIRCUITS 

1995 will be the year that you 
learned, in tine Orwellian fashion, that 
the number which immediately follows 
16 is 32. That’s because Creative Labs 
has begun shipping its new Sound 
Blaster 32. This latest generation 
sound card is equipped with 16-bit 
Sound Blaster digital audio (for sound 
effects) and a General MIDI wavetable 
synthesizer (for music). As an entry-lev- 
el wavetable synthesis sound card, you 
can upgrade the quality of synthesis by 
adding a daughtercard like the Roland 
Sound Canvas DB-10 or a Creative 
Lab’s Wave Blv\ster II. Price: $169.99. 
For more information, call (800) 
998-5227. 


Since we’re going to be talking about 
components, it will help if you have a ba- 
sic understanding of their functions and 
their overall level of importance to your 
Lipgi'ading strategy — particularly as it re- 
lates to computer gaming. 

ARE YOU A MACHINE 
OR A MOUSE? 

First, let me distinguish between two 
kinds of gamers. There are gamers who 
like action/simulation games, and there is 
everyone else. Action/sim gamers require 
powerful computers to continuously up- 
date all the graphics in their virtual 
world. I find it amazing that the comput- 
ers they need would othenvise be suited 
for mnning company-wide networks! 

For the rest of you, well, it would be 
hard to justify a 120MHz Pentium for 
playing games like Myst and Civiliza- 
tion when the DOS version of Civ still 
runs well on a 386! 

Let’s start with the CPU (Central 
Processor Unit, like a 486-33MHz). It’s 
the crankcase of your multimedia engine. 
This is where the horsepower is generat- 
ed, but that engine is only as good as the 
other components. If you have a 90 MHz 
Pentium imnningwith only 4MB of RAM, 
a lame CD-ROM drive, a slo^v hard drive, 
and a poor video card, you’re not getting 
the most out of your CPU. On the other 
hand, if you take a 486-based machine 
and augment it with the MPC level 3 
components, it can really scream! 

If you do decide to go with a Pentium, 
consider this: with I33MHz Pentiums 
just announced, 150MHz Pentiums 
around the corner and the P6 (Intel’s 
next-generation CPU) slated for this fall. 



your biggest decision is to figure out how 
fast you really want to go and how much 
you want to spend. There are CPU up- 
grades, but the only one that gave us sig- 
nificant results is the Intel DX4-100. It 
really enhanced a 486/66 computer, and 
we did not have problems with it like we 
had with other upgrade chips. 

RAM is the only computer add-on that 
remains scarce, so it hasn’t come down in 
price like other com|)onents. It’s expen- 
sive, and you gotta pay to play. You 
should consider SMB to be a minimum 
for action games and simulations, and 
16MB for Windows gaming. You can stay 
with 4MB of IU\M for DOS games, but it 
limits the kinds of games you can enjoy. 
Some games now require you to have up 
to 7MB of free extended memoiy! lUVM 
gives your PC the ability to store huge 
worlds for llight simulations or lots of 
textures for games like Doom. 

YOU NEED SPEED 

Keeping the frame rate high for in- 
tense action games and simulations is 
veiy important to your gaming experi- 
ence. Slow frame rate can usually be 
traced to an outdated video card — espe- 
cially when you’re dealing with Windows. 
Wlien you sho]3 Ibr a new video card, be 
careful. Many video cards will tout their 
high-end Windows benchmarks on the 
packaging and advertisements, but good 
Windows performance does not mean 
good DOS performance — they’re iwo 
separate issues. So check out the DOS 
benchmarks before you buy. One red flag 
for video cards is that 3D acceleration 
cards ai'e around the corner. Ifyou’re an 
action/sim gamer, you should save up 


180 COMPUTER GAMING WORLD • AUGUST 1995 




Stunning 3D fractal landscapes that niopph^rreal time' 


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5/5 Rating 

Computer Gaming World— February 1995 


94% Rating, Golden 
Triad Award Winner 

Computer Game Review — February 1995 

Winner — 1994 Best 
Breakthrough Game 

Electronic Entertainment — March 1995 


Best Software 
Developer: Bullfrog 

Computer Player— January 1995 

“The graphics are 
ning, the sounds are 
amazing, the play is 
fast and furious.” 

PC Gamer — February 1995 


UNDER THE HOOD 


This chart highlights the difference between specifications for the 
older MPC 2 and new MFC 3 computers as of June, 1995 


MPC Level 2 

MPC Level 3 I 


Minimum Requirements 

Minimum Requirements 1 

RAM 

4MB 

SMB 

CPU 

25MHz 486 SX 

75MHz Pentium 

Hard Drive 

160MB 

5406B 

CD-ROM Drive 

Double Speed (SOOKB/second) 
average seek time 400ms 

Quad Speed (GOOKB/second) 
access time of 250ms 

Audio 

16 bit digital sound 

16 bit digital sound 
and Wavetable synthesis 

Video Playback 

N/A 

MPEG (Software or Hardware) 
with OM-1 compliance 

Input/Output Ports 

MIDI, joystick, serial, parallel 

MIDI, joystick, serial, parallel 

System Software 

Windows 3.0 plus multimedia ext. 

Windows 3.11 

Source: Multimedia PC Working Group, Software Publishers Association 

Complete specifications are available at tittp://www.spa.arg and from the Multimedia 

PC Working Group: (202) 452-1 600 x330 or mpcinfo@spa.org. 


some tasli, because you're going to want 
one of the killer 3D video cards that will 
l)e out by Christmas. 

Also, if you’re still on an ISA bus moth- 
erboard, it’s lime to upgrade to a local 
bus motherboard like VLB (for your 486) 
or I’Cl (for a Pentium), 'fhese technolog- 
ical maivels provide more btmdwidtli lor 
the video data, and will speed up video 
performance. 

HARD DRIVING 

Even though most game.s ship on CD- 
ROM, they still copy many Hies to your 


hard drive to speed up access time and ex- 
ecution. How dr) you know wlien it’s time 
to purcliase a hard drive instead of anoth- 
er more glamorous component? If you are 
constantly shullling data from your drive 
to a stack of llopjnes and rapes, then it’s 
time to think about a new hard drive. 

Whether you decide to go SCSI or 
EIDE, a good interface card from the 
computer to the hard drive can make a 
huge dilference in performance. SCSI is 
convenient ifyou have several other SCSI 
peri])herals; otherwise, if you just want a 
big fat hard drive, the EIDE (Enhanced 


Integrated Drive Electronics) dri\’es are 
le.ss expensive and perform like champs. 

When it comes to the CD-ROM 
drive, you should probably buy a (juad 
speed if you’re into games tliat use a lot 
ol' full morion video, or games that re- 
(juire liigh performance all around 
(again, action games or simulations). 

LISTEN TO THIS 

After addressing performance tind 
storage considerations, upgrading your 
.sound hardware is one of the best ways to 
enlmnce your gaming experience. If 
you’re going to get a sound card, spend 
the money and get one of the new 16-bii 
sound cards that supports General MIDI 
and has wavetable synthesis. Wavetahle 
synthesis {provides music that sounds like 
real musical instruments, while General 
MIDI ensures compatibility with a |3oj)u- 
lar wavetable standard. 

If a gaitte includes audio tracks on the 
CD (such as LucasArts’ Fui.i. TuRcyrn.K), 
you can hear real music playing out of 
your speakers instead of synthesized mu- 
sic. So be sure to hook up the audio cable 
from your CD drive to your sound card. 

Last but not least, I’d lieartily recom- 
mend you have a modem. With this one 
device, you’ll be Jacked into the yvorld. 
Spend the money and get a fast one — 
V.34 28.8 bits per second — and you won’t 
be Sony. You’ll be able to really gel into 
some fast on-line gaming as a result. ^ 


THE PARTS DEPT. 


Matrox Millenium Delivers Screaming 
windows And DOS Speeds 


by Loyd Case 

H igh-end games rctiuire higli-pcr- 
formance systems. The problem 
is, even a 120 mhz Pentium won’t 
let you play NASCAR R/\(:in(; or 
US Navy FiGi-ri'ERS in high resolution 
with all the options on at a smooth fnime 
rate. Can’t do it. That’s why companies 
like Diamond, Creative Labs and Ma- 
trox are working on 3D graphics acceler- 
ators, so their card can crank out the 
graphics computations and free your 


processor to handle the rest. The only 
hitch is that the game you want to play 
has to be written for the card to take ad- 
vantage of the 3D acceleration. 

Until recently, the only graphics card 
that had built-in 3D acceleration at an 
affordable price was the Impression line 
from Matrox. Unfortunately, the DOS 
performance of the Matrox cards was 
abysmal (and we’re being charitable), so 
it was ill-suited for games. Tlie Impres- 


sion also didn’t 
have features con- 
idered essential by 
ne developers, 
such as texture mapping in 

hardware. 

Because of tliese issues, Matrox devel- 
oj>ed the Millennium, The Millenium 
features a new 32-bit VGA core, which 
olfers .screaming DOS performance. Ma- 
trox also added support for texture map- 



les COMPUTER GAMING WORLD • AUGUST 1995 








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CD18 


UKDER THE HOOP 


ping, though it’s not fully accelcM-alocl. 
('fexture mapping is a technique that ap- 
plies a bitmap to a polygon to make it 
look realistic.) Basically, texture bitmajxs 
are now stored in video memoiy on the 
Mii.i.rNNii'M itself. 

'I'lie Mii.i.enilim has some other nice 
fealures, too. Matrox uses ;i new kind of 
video mem<u-y, WR.-\M (“Window” 
RAM). WRAM is as last as VIMM (a kind 
of memory used in high-end grajdiics 
adapters), hut almost as chea[) as DRAM. 

There are also connectors for an MPKO 
card for fast, high-quality MPKCi video. 

'The M!I.[.knnil^\i, like aiu new haid- 
ware. isn’t (iilly sujjported yet. Tor exam- 


game we had problems with. Other 
S\’G.\ games we tested included L .S. 
N.-wv Fitari'ERS, P.anzer GkiNKR.\l, Sim 
(ifiv 2()0(}, Fijcirr Simui.-vior j.O.a atid 
'Tiik Grandest 
Fi.eki. The only 
glitch was in US Navy 
F tCii-fi I'.RS: Lite open- 
ing menu would not 
“paint” properly, but 
moving the mouse 
cursor to the top of 
the screen fixed the 
l)roblem. 

The Mil.tT.NNiUM is 
one fast card, too. 'Hie Mii.i.kn’NII'M tied 


rale benchmarks and was just a bit faster 
using /.iir Lab's PC Bench 9.0 and Win- 
bench 95 — ^which makes the Mii.li;n.nilm 
faster in Windows than any other card 
with similar DOS performance. 

What about game stipj)ort? As a 
demonstration vehi- 
cle, Ma’crox will be 
shipping to Mii.- 
t.KNNtUM buyers an 
optimized version 
of the NASCAR 
lUcaxt; CD-RGM. 
'This release won’t 
support the full 3D 
fealures, but will take advantage of Ma- 



ple, we couldn’t gel Fi.itai r UNi.iMitKD to the Dia-MOND Stilauiti 64 on Steve 'Wig- 
run at till. TLnvever, this was the onl)’ gington’s Tl.lGirr SiMUlATOR 5.0a frame 


Cart 

: Chipset 

Cygspeed 

(frames/S6C) 

PCBench 9,0 . ■ 

Video (Graphics) . : : 

Stealth 64 VRAM 

S3 Vision964 

35.1 

4023 

Matrox Millenium 

MGA2064W 

38.3 

6078 

TtsietfonalOOMHz P54C» 

in Intel teppa Molhe'boarcl (Tnt 

Chipset), 32 MBRAM, 5.3 GBDiy 

, Adaptec 2940A PCI SCSI Controllef- 


WinbencO 95 fun on Windows tofWofkgroups 3.11. QEMM 7.5 memofymarwger was also utilijed. 


irox’s superior 2D acceleration, which 
slioLild still enhance performance. Of 
course, the Mii.i.ENN'ntNt will fully sup- 
port the Windows 95 platform, including 
HD-DDI and DCl drivers. 

All in all, we’d say the Mujxnnium is a 
winner, if you’ve got the bucks. Price; 
S379 for the 2 MB version. For mote in- 
((irmation, call (800) 361-1408. 


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Wizattiy 6 Bane Cosmic Forge 
Wizardry 7:Ctusade(S Daiii 
X-COM 

*■“ ADULI 


Sysftm 
Tank Commant 
Tad; Force ' 
TerrrinatarS 
Terminal Vc 
Theme ' 

Thcd ■ 


/d5Ctty(CD) 
e ParWC035) 
Rebhi'COBS) 


ThuKbtscap6(C0) 

Te FqNerflS) 29 

Te FqhterDdender Etnpre(35) 19 



AMDCuise Azure Bbncfe 
AMD;DatkSiin1or2 
AMDEyeBehokbrlorS 
AMDEyed the Beholder 3 
ACaO.Gateway Fronter 
AD4DMenzobenanzah 
AMDFoob d Daikness 
ADSOPoob d Raderra 
AMDflarenWltcrS 
AMDSecrat SiXer Bbdes 
AC^Tteasuro Sa^ Ftotfer 1 
AegeGuardan d (te Fteel 
Aien LcocJofijne 
AlmbtheOerkUa 
Abie in the DaA 3 
Atmoied Fa 
Bards TafeUor3 
Betrayal at Kronder 


A-VBion1,2,of3(CD) 
BuLOb Butts(CD) 
Cebbity Num(CD) 
Cbb CyberlesritielCD) 

12 Cyberaliip Poker or Bac) 


Tianiort Tycooh S(»naii>(3,9 23 

UlftTB TOotipbleiCD) 30 

UtSma 7:Sepent lsb(35) 24 

USrra 6:Pagan(35) 25 

Ultma B'Pagah w/fceech{CO) 32 

Ultima Underworld 1 4 2(CD) 30 

Uhtiab Dotmln(CD3.5) 2529 

UKmate Foebal^CD) 39 


Bborge 

Biacbhome 


Buck R(g*;Counldown 

Bub Cubed 

Chiizalbn 

Cobnization 

Cybeiia 

Cyclones 

Mtteeed 


IS 


10 


22 

Hd Sb(S(CD) 29 

House d DtearrsiCD) 22 

Maxinum McmenB 1 C42(CC9 22ec 
HeurotbnccrjCD) 36 

New Wara Hookers 1 or 2^D} 22ec 
tr^ath 2(00) 34 

Penficvseinterave 1.25(4 4{CD) S5e< 
SeymcieButSI or2(CO) 39 

Sc^ 4 Slones(a)[ 26 

Space Srarsi or 2(00) 42 

Varrpre's Kbs/CD) 39 

Vituat VMibCD) 34 

VitualValerb2(CD) 34 

Vitualy Yours 2(CO) 39 

WanderbsliCO) 32 

oLLkjffMOflETTTlES) 

WE ALSO SELL : 

JAGUAR, 3CQ, caw j»uui)>wtuiim,wn re 

CrwMUCCEms ^3 1 


Pricvfi subject toihanKe.DcftilivcscDvvrvd by muiiufactures worranly. Uctuns arcsuhjecl lo2U5F mtuckinBfee.iCALL E'UK KMA#). Kviunvr tukuiutourdixcreulfon. AU shippiiiB 
churiccri ure not nrfunduble. 

PAVMF.NT ; Mmey orders.chccksl order shipped when check deacsI.VIsaMasleminLCOD'S 

SHIPPING! Air S4/order. Priority MuiH4/urder.L'l>S<;rouniH2/order.forsnflware( call for hardware I. Hundling S2 per order. COD'StlO total per order. International orders call for 
cbatBcs. KPO & APO $6 total per order. CA residents add 7.2S% sales tanr. 

Most orders placed by 3pm PST ship same day. Shipping limes not guaranteed. ■wf-M iwwW'CoiJ 

Must items listed arc in stock. If you don't see what you need please call us at 8(H)>983'432I or •lOK-751'6975 Fax 408'757-SS65 II 


Circle Reader Service it333 





THATS RIGHT , CRAVE HAS THE HOTTEST NEW 

ADULTS ONLY 

CD ROMS TITLES TO SATISFY YOUR 


CRAVING. 


FREE CATALOG 
CALL TODAYI 
612-942-9920 


Division; Rockabiita, Inc. 


NEW RELEASES 


ADULT INTERACTIVE 

BROTHEL INTERACTIVE PC $2 

CELEBRITY POKER $3 

CLUB CYBERLESQUE $3 

DARK TUNNELS $3 

DEVAX $1] 

DIGITAL DANCING » 

DREAM GIRLS PC $2 

DREAM MACHINE $4 

FANTASIES S3 

GIRLFRIEND NIKKI DOS $4 

GIRLFRIEND TRACY DOS » 

GIRL FRIEND TERI DOS $4 

LOVE SUVES $4 

LEASURE SUIT LARRY COL. EOT. « 
MIND TEAZZER L 

NEURODANCER W 

NIGHTWATCH 2 , - j- $3 

NIGHTWATCH. -7- ' $3 

PASSION FILES S3 

PARADISE CLUB 

PENTHOUSE 1NTER.1 . U 

PENTHOUSE INTER 2 U 

PENTHOUSEJNiaS' .. , .fe 

PLEASURE ZORBT" X ►: h 
PGKER.iaHI¥ . > - U 


ALLTHATSX. $28.29 

BABE PATROL WIN $30.29 

BLONDE JUSTICE $24.29 

BUND SPOT $24.29 

BUSTING OUT $28.29 

BEST OF VIViO $24.29 

CHEATING $24.29 

COVEN $24.29 

DIRTY LOOKS ^5.29 

GIRLS/GIRLS ^4.29 

HOT DOG GIRLS OF FLORIDA $30.29 
HOT SLOTS $39.29 

IMMORTAL DESIRE $24.29 

INTAMATE JOURNEY $24.29 

ICE WOMAN MPEG $24.29 

ICE WOMAN $24.29 

LEGEND/ KAMA SUTRA $26.29 

LUSCIOUS LADIES WIN $30.29 

LOVE BITES $24.29 

MASK $24 71) 

;UySTtQUEAJRIENT SZAiZB 

MYSneUElORIENT 2 $24.29 

j24,28 

$29,29 
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iso, 29 


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OTHERS 

ADULT SUPWSTARS^ PC 


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(1D754 

119878 


$30.29 
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lERN DELIGHT STILLS PC $28.29 
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$30.29 
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1BSHELLS STILLS 


.EOPC 

lUDE STILLS PC 
SPC 


110848 

*10542 

#10842 

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I1Q897 

#10569 


ICH BABES 


rCHELLES 


XTC PC 

>QUE STILLS PC 


PARLOR:eAME$ . 
-PENHRATIfiN-WlK .. 
RACQUECROiA^D 

SAFE SIC,- 
SUPER MOmS 
SUPERMOO^L 
8X. 

STEAMY Wl^lobWB' 
SWAPK - 
SUITE 16 


riON 

ORGIES 


#10793 

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410903 

410767 

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viiims 

'.^40786 

.'«1D8A3 
:’#10737 
' 410876 
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410798 
41B6B1 
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410870 
410755 
41DS09 
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410756 
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:er stills 


$28.29 
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ID ADULT-STILLS PC $28.29 

iEXECUTVEPC $28.29 

$26.29 
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(30.29 


N STILLS PC 
THE WILD 
SOME 
ON PC 

ITES STILLS PC 
N OH CD STILLS PC 


GIRLFRIEND TERI. 

PRULEY INTERACTIVE NEVER THE 
;AME. LOOKING FOR A RESPONSIVE 
’ARTNER? ACT OUT YOUR WILDEST 
ANTASIES WITH THE WORLD’S FIRST 
/IRTUAL WOMAN. 

10732 $43.29 


^ 3DQ- 

AMERICAN 8LDNDI 
BLMDSPOT 


:Dma'ALiaQviEs 

'mWOWN 1 MPEG 
■BE MPEG 


41D154 
(10563 
. #10568 
TTO71 
#10738 
*10801 
110847 
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410749 


HSEX 

Y ANDREW BUKE'S 
IRE STILLS DOS 
KS STILLS PC 
; DANCE 
HEST 


•lOBW. 

41888# 

410668 

410855 

410aB6.- 

#10350. 

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410672 

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MASK '-V 

NAKED RSIMoN ' - 

NEURDOAHCER 

SX. - , 

-SUPER MODHS DO WILD 

VOICES IN MY BEO 


aEW it l l@e 

NAKED 

PAHLOfl'«m 
SX. MREffrTP 
SHAME MPEG- 
SUITE IBMPEI 
STEAMY WIND 


•16874 

118875 

•10677 

;H0574 


OF MOSCOW 


SEND ORDERS TO: CRAVE Dept. 503 
P.O. BX. 26370 Sl.Lojis Park. Mn.55426 
TO RECEIVE A FREE CATALOG CALL 1-612-942-9920, OR A 
FREE ROCK N' ROLL CATALOG 
WITH OVER 25,000 ITEMS. CALL 1-612-942-7895 

CRAVE ORDER FORM 

PLEASE PRINT CLEARLY! 


DESIGNER BODIES, 

9 GIRLS IN ONE, AND IF YOU CAN DiS- 
OVER WHAT SHE LIKES TO WEAR, 
OU'LLSEEAHD HEAR MORE I 
1D341 $36.29 


ADDRESS 
CITY 


ORDER NO, DESCRIPTION SIZE PRICE 


SCISSORS N STONES 

ENGAGE IN AH ALL OR NOTHING. HEAD 
TO HEAD COMPETITION OF HIGH 
STAKES. FORTUNATELY, THE STAKES 
ARE HOT FOR MONEY BUT RATHER FDR 
ARTICLES OF CLOTHING. FEATURES 
INCLUDE REALISTIC 30 GRAPHICS AND 
ANIMATION, ANO FULL MOTION VIDEO 
STRIP SEQUENCES, 

#10747 MAC $42.29 
#10746 PC $25.29 


SESSION- 


S&H$_ 

TOTALS. 


CASH, CHECK & MONEY ORDER ADD $4.00 S&H. 
ORDERS OVER 2lbs add $8.00. CREDIT CARD 
ORDERS ADD $5.00 POSTAGE, C.O.D. ORDERS ADO 
$8.00 U.S.ONLYI. CANADA & FOREIGN COUN- 
TRIES ADD $8.00 POSTAGE.. UPS 2nd DAY AIR . 
ORDERS UP TO libs ADD $6.00. ORDERS libs TO 
3lbs ADD $10.00 ORDERS FROM 3-10lbs ADO 
$20.00 ORDERS OVER lOlbs. MUST CAIl. 

PRICES ON ORDERS SUBJECT TO CHANGE! 
MASTER CARD - VISA ACCEPTED! 

FREE CATALOG CALL 1-612-942-9920 


roun MISSIOtnmtffCATETHE MISS- 
NO IN ACTION AND HELP FIND YOUR 
'RIEND8 BEAUTIFUL WIFE. YOU MUST 
iniNG THEIR ANGRY AGGRESSORS 
lACK FOR JUSTICE. DEAD OR ALIVEI IN 
PHIS IlLUSIONARY BADLAND OF 
4IRAGE. THE REAL ENEMY IS YOUR 
MAOINATION.YOU WILL VISION SEVER- 
AL HALLUCINATIONSIMIRAGES) ALONG 
IHE WAY AS WELL A$ ENCOUNTER REAL 
mACKSI 

•ions $36.29 


IN STOCK CD ROMS, VPS 2ND DAY AIR SERVICE MOST ORDERS 
CAN INCLUDE 4 CDS FOR ONLY $6,00 SHIPPING. MC, VISA ACCEPT- 
ED. CHECKS HELD 4 WEEKS. MONEY ORDERS UNDER $200 SAME AS CASH. C.O.DS $8.00 U.S. 
ONLYL. ALL ORDERS SHIPPED ASAP, ALLOW 4-6 WEEKS ON OUT OF STOCK ITEMS. PARCEL POST 
ORDERS $4.00 SHIPPING 0-2lbs. 2lbs-10lbs $8,00 SHIPPING. ORDERS OVER 10LBS MUST CALL FOR 
PRICE. PRICES SUBJECTTO CHANGE. NOT RESPONSIBLE FOR TYPOGRAPHICAL ERRORS. MN. 
RESIDENTS ADD 6,5% SALES TAX. NOT ALL ITEMS ARE IN STOCK . CALL FOR DETAILS, ALL SALES 
FINAL DEFECTIVES REPUCEO WITH SAME ITEM. WHEN ORDERING CATALOG PLEASE ASK FOR 
THE ADULT ISSUE. FOR A CATALOG WHICH INCLUDES VIDEO GAME PRODUCTS SUCH AS GAMES, 
ACCESSORIES GAME SYSTEMS ANO T-SHIRTS ASK FOR A CRAVE CATALOG. 


Circle Reader Service #32 




INCA 


10 


USED IBM GAMES 

COMPLIES VIRUS FREE; 
WITH THE ORIGINAL BOX. 
DOCUMENTATION AND 
DISKS 

Came Title Price 

A08D GAMES CALL 

AOVOFWILLYBEAf8ISH-VGA 12 
AIR BUCKS 15 

AL-OUADIM GENIE'S CURSE 19 

ALIEN BREED 9 

ALIEN LEGACY 18 

ALONE IN THE DARK 11 

AMBUSH AT SOflINOR 17 

APBA BASEBALL 7 

ARENAiELDER SCROLLS 28 

ARMADA 2525 13 

ARMORED FIST 


ATAC 


7 


CD -REBEL ASSAULT 2A 

CO-RETNTORINGWRLD 24 
CO -RETURN TO ZORK 21 
CO -RISE OF THE ROBOTS 29 
CD -SAMS MAX 29 

CD -SHADOW OF THE COMET 23 
CD -SPACE SHUTTLE 12 

CD -STAR CRUSADER 21 
CD -STAR TRAIL 29 

CD -STAR TREK 25TH ANN. 29 
CO -STELLAR 7 10 

CD -SUBWAR 2050 22 

CD-TFX 25 

CD -TORNADO;OP. DESERT 19 


CURSE OF AZURE BONDS 11 
CY9ER EMPIRES 8 

D-DAY BEGINNING OF END 22 
D-GENERATION 12 

DAEMONSGATE 12 

DAGGER OF AMMON RA 12 
DARK QUEEN OF KRYNN 15 
DARK SUN 22 

DARKSEED 14 

DEATH KNIGHTS DF KRYNN 14 
DEJAVU 1S20UALPAC-WIN 12 
DISCDVERY STEPS COLUMB 11 
DOOM -REGISTERED VEH. 2B 
DOOM 2 -REGISTERED VER. 29 


INCA 2 15 

INDY JONES LAST CRUSADE 14 
IRON CROSS 23 

ISLE OF DEAD 14 

JACKNICKLAUS&AD'ONS CALL 
JEOPARDY 12 

JETFIGHTER2.0 14 

KING'S QUEST 5 -VGA 12 

KING'S QUEST 6 -VGA 15 

KOSHAN CONSPIRACY ID 
LEGACY:REALM OF TERROR 15 
LEGEND OF KYRANDIA 12 
LEGENDS OF VALOR 9 

LEISURE SUIT URRY1 13 
LEISURE SUIT LARRY 2 13 

LEISURE SUIT URRY 3 15 

LEISURE SUIT LARRY 5 15 

LEISURE SUIT LARRY 6 20 

LHXAnACK CHOPPER 6 
LINKS SF^O COURSE DISKS CALL 
LINKS 386 PRO 21 

LORO OFTHE RINGS 1 9 

LOST ADMIRAL 8 

LOSTTREASINFOCOM2 19 
LUCAS ARTS CLASSIC BNDL 14 


PACIFIC ISLANDS 17 

PACIFICSTRIKE 18 

PACIFIC WAR 24 

PAUDIN2 22 

PANZERGENERAL 26 

PERFECT GENERAL 17 

POLICE QUEST 1 -VGA 9 

POLICE QUEST 3 -VGA 15 

POLICE QUEST 4 22 

POOLS OF DARKNESS 13 

POPULOUS 2 17 

POWER HITS: MOVIES 12 

PRIVATEER 22 

PRIVATEER SPEECH PAC 5 
PRO LEAGUE BASEBALL 94' 18 

PROTOSTAR 15 

QUARANTINE 24 

QUEST FOR GLORY 4 25 

QUEST FOR GLORY SERIES CALL 
RAILROAD TYCOON 9 

RALLY 19 

RAVENLOFT 24 

REALMSOFARKANIA 15 

REDBARONVCA IS 

RED CRYSTAL 9 

RED LIGHTNING 5 

RED STORM RISING 6 

RETURNTOZORK 19 


B17 FLYING FORTRESS 12 

BAHLE BUGS 25 

BAnLEHAWKS 1942 5 

BETRAYAL AT XRONDOR 18 

BLOODNET 24 

BLOODSTONE 14 

BLUE AND GREY 19 

BLUE FORCE NEXT OF KIN 12 

BUCK ROGERS 1-COUNTON 5 

BUZZALORINRACESPACE 13 

CAESAR 15 

CAMPAIGN 2 24 

CARRIERS1RIKE IS 

CASTLES 9 

CASTLES2 15 

CD- HELL CAB -WINDOWS 24 

CD -7TM GUEST 23 

CO • AEGIS GUARDIAN FLT 25 

CD - ALIEN LOGIC 22 

CO -ARMORED FIST 32 

CO -CRITICAL PATH 22 

CD-CYBERIA 29 

CD -DAGGER OF AMMON RA 19 

CD -DARK FORCES 35 

CD -DARK LEGIONS 22 

CD -DARK SUN 2 29 

CD - DAWN PATROL 25 

CD -DEATH GATE 23 

CD -DRACULA UNLEASHED 24 

CD -DRAGON LORE 27 

CD -DRAGON'S LAIR 23 

CD-DRAGONSPHERE 16 

CD -DUNGEON HACK 18 

CO-ELECTR.ARTS:TOP10 19 

CO -FANTASY EMPIRES 25 

CD -FIGHTER WING 29 

CD -FRONT PAGE FB '95 29 

CD -GABRIEL KNIGHT 23 

CD -GREAT NAVAL BATTLE 2 25 

CD -HELL: CYBERPUNK 29 

CD -HORDE 25 

CD -INCA 2 17 

CD -INDY JONES FATE 24 

CD • INFERNO 24 

CD-INHERITTHEEARTH 19 

CD - IRON HELIX 25 

CD -JOURNEYMAN PROJECT 17 

CO -JUMP RAVEN 25 

CO -JURASSIC PARK 19 

CD -KING'S QUEST 6 15 

CD -KING'S QUEST 7 34 

CD -LANDS OF LORE 24 

CO - LAWNMOWER MAN 21 

CD -LEISURE SUIT LARRY 6 24 

CD-MADOOGMCCREE 19 

CD-MADOOGMCCREE2 22 

CD-MANENOUGH 19 

CD -MEGA RACE 27 

CD-MENZQBERRANZAN 25 

CO -MIGHT AND MAGiWRLD 29 

CO-MYST 33 

CD -OUTPOST 23 

CD -POLICE QUEST 4 24 

CD - PRIVATEER 21 

CD - PSYCHOTRON 24 

CD -QUANTUM GATE 19 

CD-RAVENLOn 24 


ffliiiiW Mi 

VIEPAYCASHfORUSmmS 

We want your currait used gomes 

1-800-377-8578 

^ In Canada, <all 605-339-2060 

u\Hl c \ “il ^ oulhorization before dupping « 

1 \ Wj(bfornjirentqu(teto605-334^766 

\ A limhileyounelumoifdteiiSfAXnB.I 

WE 5 EU USED GAMES 

Ail gomes ore tested & IBM disks virus checked 

gorw Dtt in otigiMl boi «illi migind Joumenlolitn 

Coll for current title availibiiily 


llllllin 'J ''£1 


WfACCfPTONLY 
VISJI/MaslerCord/Discover -J. 

^ Money Orden/Casbm (heck 

'Col Ik ISb oyoJiMiY b«f»« swing 

Most items shipped same day. S5 UPS/S9 2nd Day Air 

roA iwiirwmoiiin on Cnna/bn s^pnenR 

mm GOLD • IOOB W. 41sl Street • Sioux Foils • South Dokoto • S7105 


immMMS 

Got Something To Sell? 

Follow these Easy Steps 

1. Prcporo o li&t of you are Kilirrg. Coll, tax, or 

(roll your litl lo OAMIR'S OOID. 

2. OAMtK'S SOU) will quote As current buying 
prices & Itwc an oulborization number lor your shipment. 
Games will rrol be occepled without an outhorixotion no. 
Price quotes ore gooc! for 1 4 days. 


gomes, Include o 'wish lIs!" of titles you oro Inie 
5. Your check will usuolly bo moiled wlAin 10-l< 
credits may take slightly longer to Rll. 

Gomes will be thedied for viruses & com| 
Gomes must be complete vn A all disks, printed i 
& in originol box. Incomplete gomes wilt be re 


CD -ULTIMATE FOOTBALL 26 

CD-UNOERAKILLINGMOON 34 
CD-WARCRAFT 28 

CD -WHO SHOT JOHNNY 12 

CD -WING COMM, ARF4ADA 25 
CD -WING COMMAND 2 DLX 19 
CD -WINTER OLYMPIC GAME 19 
CO-X-COM 25 

CD - ZEPHYR 30 

CD ROMS- MANY MOREI CALL 
CHALLENGE OP 5 REALMS 10 

CHAMPIONS OF KRYNN 9 

FRETcMMoffl 

On orders over S/5 
Cheese Item list helow 
• Rex Hebuler 

• Power Monger 

• Jerdflii Vj. wrd 

e When Two Worlds War 
« Realms 

< Dagger at Amen Ro 


CHAOS CONTINUUM 
CIRCUITS EDGE 
COASTER 
COHORT 2 
COLONIZATION 
COMPANION OF XANTH 
CONAN 

CONFLICT KOREA 
CONQUEST OF JAPAN 
CONQUEST OF LONGBOW 
CONTINUUM 
CORRIDOR? 
COUNTDOWN 


DRACULA-BRAM STOKER'S 11 

DRAGON'S LAIR 3 15 

DREAMWEB 23 

DUNGEON HACK 18 

DYNAMIX SAMPLE PACK 19 

ELVIRA 2 10 

EMPIRE DELUXE 19 

EMPIRE SODCER '94 17 

EYE OF THE BEHOLDER 9 

EYE OFTHE BEHOLDER 2 12 

EYE OF THE BEHOLDER 3 17 

FALCON 3.0 19 

FALCON AD-ONS CALL 

FANTASY EMPIRES 24 

FLIGHT SIM 4 & AD-ONS CALL 
FRONT PAGE FOOTBALL 11 

FRONT PAGE FOOTBALL PRO IB 
FRONTIER ELITE 2 22 

GABRIELKNIGHT 17 

GAMES NOT LISTED? CALL 
GATEWAY 2: HOMEWORLD 15 

G0BL1IINS0UEST3 14 

GRANDEST FLEET 22 

GREENS GOLF 9 

HAND OF FATE 15 


M-1 TANK PLATOON 
MAELSTROM 
MAGIC CANDLE 2 
MARIO ANDRETTI RACING 
MASTER OF MAGIC 


TO GET OUR 
NEW UPDATED 
PRICE SHEET 
Coll 800-377-8578 

In Ceneda, celT 6l)S-339-206(l 
We'll moil or FAX eur 
loleslprke sheet with oil 

oor torrent tlllesi 


REX NEBULAR 8 

RISEOFTHEDRAGON-VGA 10 

ROBINSON'S REQUIEM 19 

ROCKETEER 12 

ROME; PATHWAY TO POWER 10 
SAM SMAXlHIT THE ROAD 25 

SECRET WEAR OF LUFTWA 12 

SHADOWCASTER 10 

SHADOW OF YSERBIUS 15 

SHADOW PRESIDENT 13 

SILENT SERVICE 2 10 

SILVERBALL 19 

SIM CITY 2000 24 

SIM CITY 2000:GREATOIS 8 

SIM CITY GAMES ETC. CALL 
SIMON THE SORCERER 13 

SPACE QUEST 4 -VGA 12 

SPACE QUEST 5 -VGA 17 

SPACE SIMULATOR 29 

SPEAR OF DESTINY 17 

SPEAR OF DESTINY:MISS1 9 
SPECIAL FORCES 9 


SPECTRE 15 

-SPELLCASTINGIOI.ZOI. 

or30r CALL 

SPELLCRAFTlASPECT VALOR 7 
STAR CRUSADER 21 

STAR LEGIONS 7 

STAR TREK 25THANNIV, 12 

STAR TREK JDGMNT:AD-ON 7 

STARTREXJUDGEMENT 17 

STELLAR? 6 

STORM ACROSS EUROPE 6 
STORMOVIK 6 

STREET FIGHTER 2 14 

STRIKE ACES 9 

STRIKE COMMANDER 17 

STRIKE SQUAD 19 

STRONGHOLD 12 

STUNT ISLAND 12 

SUBWAR 2050 15 

SUMMONING 7 

SUPER HERO:LEAGUE 19 

SYSTEM SHOCK 25 

TAKE-A-BREAK PINBALL 10 

TERMINATOR 7 

TERMINATOR 2:CHESS 17 

TERMINATOR 2029 12 

TERMINATOR: RAMPAGE IS 

TEX 19 


CALL 


TIE FIGHTER 
TONYLARUSSA GAMES 
TORNADO 15 

TREASURES SAVAGE FRON, 7 
TUNNELS S TROLLS 6 

TWILIGHT 2000 -VGA 16 

ULTIMA5 11 

ULTIMAS 11 

ULTIMA? 15 

ULTIMA7FORGEOPVIRTLIE 10 
IT ISLE 15 
21 
16 



2 15 

ARMADA 25 
WIZARDRY 5 11 

WIZARDRY? 15 

WOLFPACK 11 

WORLD CIRCUIT RACING 12 

WORLD CLASS SOCCER 10 

WORLOWAR2:BAnLES 13 

WW2: AIR FORCE COMNOR 10 

X-WING 19 

X-WING AD-ONS (EACH) 8 

YEAGER'S AIR COMBAT 9 


Prices S availability subject 
to elmge. Call Toll Free lor 
current titles and those not 
llsied-we've got lots more! 
Alt Used Games are 
complete & virus free with 
original box. documentation 
& disks. System 
compatibility is not 
guaranieed. All sales are 
linal-deleclive games 
replaced with same title. 
Free shipping (Regular 
Ground) in the continental 
USA on orders over St 50. 


HANNIBAL 
HARDBALL 3 
HARPOON 
HARPOON 2 
HARPOON AD-ONS 
HARRIER ASSAULT 
HARRIER SUPER-VGA 
HEAVEN & EARTH 
HEIRS TO THE THRONE 
HEROES OF THE LANCE 
HEXX 

HIGH COMMAND 


12 




Circle Reader Service U24 1 



1-800-C0n0M-13 

Fax orders: 214-488-2109 (US, Can ada and Mexico only) 
Phone:214-241-0724 


Mon-Thur 9am-9pm Fri-Sat 9am-6pm Sun 1 2-6pm CST 

We offer the only NO RISK return policy. 

II not completely satisfied with your purchase, exchange it lor something elsel 


Download our Catalog with our entire selection and descriptions. 

BBS 214-241-4754. | 




9 



Nascar Racing 


Panzer General 


HotPixl 


The Seventh Guest 


Get ONE of the above specials with the purchase of 2 additional new titles at our regular low prices 

or First-tinie Buyers can get 10% off all Titles. Not valid with other specials. 





We Buy/Sell 


I $ 2.00 each! 

I Trade Used CD'S. Call us for a Quote. 







o\rE::R 1400 titi-tEs nr STOCit! 

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Adv ol Seymore Butts SS4 
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CD Brothel S28 

Cheap & Dirty S19 

Club Cyberlesque S36 
Come Play With Me $36 
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Daily Teasers $32 

Dark Tunnels $29 

Desktop Mistress $49 
Desktop Voyeur V. 1 $49 

Deva X $49 

Digital Dancing $32 

Dirty Debutantes 2 $39 

Dream Girl $28 

Dream Machine 1 or 2 $49 
Electric Swing $39 

Encyclopedia of Sex $49 
Fantasies Interactive $35 
Fox Pack $37 

Girlfriend Maria $39 

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Girlfriend Suzie $44 

Girlfriend Ten $46 

Girlfriend Speech Pack $19 
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lA Adult Sampler WIN $12 
l-active Sexual Therapy $54 
Internat’l Strip Poker $22 

Intimate Journey $24 

Ladies CIb Poker Night $26 

Love Slaves $39 

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Max $49 

Midnight Stranger $45 

Mind Teazzer 1 or 2 $32 

Mirage $49 

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Neurodancer $39 

Neuropak $54 

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Nightwalch 1 or 2 $39 

Nighlwalch Interactive 3$49 
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Party Time $19 

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Penthouse 1,3,5 each $59 

Pleasure Zones $33 

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Room For Rent $42 

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See Some 3 Some $39 

Sex Therapy Interctive $59 

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Space Sirens 1 or 2 $49 

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Velvet Dreams $35 

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Virtual Valerie 2 $42 

Virtual Vibrations $8 

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Virtually Yours 1 or 2 $49 

WanderLust $44 

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IBM MOTION 


101 Sex Positions 2 $24 

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Adult Movie Almanac $59 

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‘THE 
PLEA- 
SURE 
ZONES’ 
Unlock the 
secrets of 
the Pleas- 
ure Zones. 
The hot- 
test girls 
of Vivid 
are wail- 
ing for 
your spe- 
cial touch, 

including the gorgeous Racquet Darrian, 
Janine, Kelly O'Dell and more. Caress 
these luscious stars just right and you'll be 
up all nighti CD S33 



'SCISSORS 
'N STONES’ 
Step inside 
^ depths of 
an interac- 
tive erotic 
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h ead • 1 0 - 
head com- 
petition of 

high stakes. Fortunately, the stakes are not for money 
but rather for artides of clothing. Features indude real- 
istic 3D graphics and animation, and full motion video 
strip sequences. CD $29 



‘ N EURO- 
D A N C E R ’ 
Navigate through 
the Neuro-Net by 
hacking into the 
forbidden worlds 
of dark mysteries, 
danger, and sen- 
suality. Use com- 
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work in search 
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ers. CD $45 





•VIRTUAL 
VALERIE 2' 
The queen 
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Valerie 2 is 
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travaganza! CD $42 


‘DREAM 
MACHINE' 
Travel 
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al world 
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full motion 
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ultimate fantasy world! CD $49 


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You've encoun- 
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IBM MOTION 

IBM MOTION 

IBM MOTION 

IBM MOTION 

All Night Long 

$24 

Busen Extra V. 1 or 2 

$26 

Dirty Duo 

$22 

Girls of Pleasure 

$26 

All Thai Sex 

$24 

Busting Out 

$39 

Dirty Laundry 

$35 

Girls on CD 1 or 2 

$25 

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$25 

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$38 

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Girls on Sunset Strip 

$34 

American Blond 

$24 

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526 

Doors of Passion lor 2 

$27 

Girls with Girls 

$29 

American Swinger lor 2S2G 

Rom Collectables 

$26 

Dripping With Desire 

$32 

Graduation From F.U. 

$39 

Animation Temptress 

$28 

California Calendar 

$29 

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Group Therapy 

$39 

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Camp Double D 

$29 

Eight is Never Enough 

$24 

Hidden Agenda 

$39 

Aslan Heat 

$24 

Candy Snacker 

$24 

Elecirosex 

$26 

Hidden Obsessions 

$25 

Aslan Invasion 

$19 

Candy Stripers 

$29 

Elements of Desire 

$39 

Hot Lovers 

$22 

Asian Ladies V 1 

$39 

Cat and Mouse 

$39 

Endangered 

$29 

Hot Shorts 

$26 

Baby's Got Butt 

$32 

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Erotic Dreams lor 2 

$32 

Hot Stuff 

$36 

Bachelor Party 1 or 2 

$24 

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$26 

Erotic Film Sensations i 

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House ol Dreams 

$24 

Best of Blonds 

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Collectables 

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House ol Pain 

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Best ol Vivid 

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Curse of the Catwoman $24 

Fantasies 2 

$26 

Indiscretion 

$36 

Betrayal 

$27 

Dangerous Blondes 

$29 

Fantasy 

$24 

Insatiable 

$24 

Beyond Explicit 

$26 

Danish Girls Exiusive 

1$25 

Film Club Seychelles 

$32 

Junkyard Dykes 

$24 

Bikini Beach 

$44 

Danish Girls Only V. 1 

$25 

Forever 

$26 

Kama Sutra 

$36 

Blind Spot 

$24 

Debby Does Dallas 

$38 

Ginger Unlimited 

$25 

Kelly Eighteen 

$24 

Blond Justice 

$25 

Deep Throat Girls lor 

2 $29 

Girlfriends V. 1 

$24 

L.A. Strippers 

$34 

Bobbil Uncut 

$32 

Desert Passion 

$25 

Girls Doin’ Girls 1 or 2 

$26 

Ladies Club Pool Night 

$25 

Bonnie & Clyde 

$26 

Digital Seduction 

$34 

Girls Games 

332 

Legend 4 

$25 

Breast Wishes 

$22 

Dinner Party 

539 

Girls Gone Bad 

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Legends of Porn 1 or 2 $25 

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$26 

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‘THE 
LADIES 
CLUB: THE 
POOL 
GAME' 
The Ladies 
dub, where 
passion is 
the pass- 
word for 
member- 
ship. Five 
woman 
share their 
most inti- 
mate secrets and their mutual lust for pleasure 
and control. Five women, five men. countless pos- 
sibilities! This is a multimedia movie for Windows 
and Macintosh users. CD S25 


•MIND TEAZ7ER 
II’ You've finished 
with the first set 
and now you're 
ready for more! 
Mind Teazzer II 
has a plethora of 
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After you com- 
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you are reward- 
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Vivid girl of 
choice who will 
show you her 
favorite film 
clips. CDS32 


‘DREAM GIRL’ Your dream girl asks you ques- 
tions and depending on your response you 
advance further in the game and get to know her 
better. MUCH BETTER! CD S28 


■A TASTE 
OF EROTI- 
CA' The 
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■ VAM- 
PIRE'S 
KISS’ 
Journey 
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p i r e ' s 
ancient vir- 
tual 30 cas- 
t I e . 
Astounding 
interactive 
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bump in the night! CD S44 


‘THE 
INTERAC- 
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ADVEN- 
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SEYMORE 
BUTTS' 
Follow the 
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IBM MOTION IBM MOTION IBM MOTION IBM MOTION 


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$38 

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$26 

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$33 

Sexiandia 

$36 

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$26 

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526 

One Nine Hundred 

$33 

Sexual Instinct 

$32 

The Private Collection 

$48 

Mask 

$25 

Only the Very Best 

$26 

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$29 

Topless Dancer 

$29 

Malihari 

$28 

Orient XXXPress 

$29 

Shame 

$24 

Touch Me, Feel Me 

$29 

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$26 

Oriental Action 

$26 

Sharon Starlet 

$24 

Toy’s Not Boys 

$29 

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$24 

Oriental Treatment 3 

$26 

Sindy Does it All 

$29 

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$24 

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522 

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$25 

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$29 

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$39 

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$26 

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$25 

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$42 

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$24 

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$24 

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$26 

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$29 

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My First Time 

$24 

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$24 

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$32 

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$25 

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Project X 

$36 

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Wanda 2 

$24 

Naked Edge 

526 

Put it in Gere 

$24 

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$59 

Weekend at Ernies 

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$24 

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$24 

Steamy Windows 

$25 

Welcome to my Face 

$24 

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$29 

Rain Women 

$38 

Stocking Slulfers 

$33 

Wet Dreams 2 

$26 

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$29 

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Red Hot 

$15 

Super Cybersex 

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529 

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Rimfire Pacific Video 

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Super Models Go Wild 

$39 

Wide Open Spaces 

$34 

New Machine Six Pack $42 

Secrets 2 

526 

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$24 

Wild Innocence 

326 

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Seductions 

$24 

Swingers Worldwide 1 

$34 

Woman to Woman 

326 

Night Creatures 

$26 

Sex 

$25 

Take Me Hard 

$32 

Women of Beveriy Hills $39 


101 Sex Positions S24 

3D Darling $34 

30 Dream Girls $25 

Adult Pa/ate-2 $27 

All Beauties $24 

Amateur Allslars $26 

Amateur Models $22 

American Girls 2 $29 

Asian Palate V. 2 $36 

Babe Watch 3D $26 

Biker Babes $29 

Blond Bombshells $29 

Bodacious Beauties $34 

Celebrity Nudes $25 

Erotic Fantasies $26 

Erotic Giant $24 

European Erotica $29 

Exotic Poses V. 1 $22 

Extreme Delight $28 

Femme Fatale $33 

Garo Colleclion $24 

Girls of J Steven Hicks $34 

Girls of Risque $26 

Girls of Vivid V, 1 $29 

Heavenly Bodies 2 or 3 $39 

High Volume Nudes $28 

Hooter Heavens $36 

Hot Girls $24 

Hot Pix $24 

International Beauties $24 

Lady in Spain $29 

Leather & Lace $29 

More Northern Delights $34 

Nortfiern Delights $32 

Nova Collection 1 or 2 $26 

Oral Fixation $32 

Overexposed $39 

Public Fantasies $29 

Select A Pet $29 

Sensuous Girls In 3-D $29 

Sexiest Women on 2 $24 

Shaved Pink $27 

Sizzle $26 

Southern Beauties S34 

Stripping Mot Girls $24 

Super Smutware $26 

Sweet Cheeks $26 

Sweet Dreams $29 

Tabloid Beauties $28 

Women of Moscow $34 

Women of Venus $22 

CDI ADULT 

American Blond $32 

Bad Girlslockdown $32 

Channel Blonde $29 

Cheating $32 

Dirty Looks $32 

Endlessly $32 

Ice Woman $32 

Intimate Journey $32 

Mask $32 

Naked Reunion $32 

Parlor Games $32 

Sex $32 

Shame $29 

Suite 18 $32 

Super Model $32 

The Coven $32 

3DO ADULT 

Blond Justice $32 

Endlessly $32 

Hot Roxx $32 

Immortal Desire $32 

Intimate Journey $32 

love Biles $32 

Neurodancer $39 

Passion Files $36 

Sex $32 

Super Models Go Wild $32 

The Coven $32 

Voices in My Bed $32 

Winner Takes All $32 



International 

802-767-3033 


Fax 

802-767-3382 


Adults Only 
PO Box 234, 
Dept. 10350 
Rochester, 
VT 05767 





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advertising information 
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' AUGUST 1995 • COMPUTER GAMING WORLD 193 






ADVERTISER I N DEX 



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74 

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192 

200 

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250 

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’"Please see advertisement iormtact infmaiion. 



19a COMPUTER GAMING WORLD • AUGUST 1995 




FIRST CLASS MAIL PERMIT NO. 433 RIVERTON, NJ 


POSTAGE WILL BE PAID BY ADDRESSEE 


NO POSTAGE 
NECESSARY 
IF MAILED 
IN THE 

UNITED STATES 


COIVIPUTER 

GAMIIMG WORLD 

P.O. BOX 10126 
RIVERTON, NJ 08076-8626 




COMPUTER 

GAMIME WORLD 


FREE PRODUCT INFORM AT I O N 


IT’S AS EASY AS 1,2,3 


1 fill in yojr name and address and check oil 

your answers to the seven research questions, 


2. Circle the numOers on the card that correspond to 
the ads or articles you'd like more inlormalion aPout. 


CIRCLE FOR FREE INFORMATION 


3. The literature will be mailed to you from 
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Void after November 30, 1 995 


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S. Hq« alien do you usually buy computer jimes? 

(Cneck one only) 
fit, Donee a week 
02, □ Once every two lo three weeks 
03 DOnceamonlh 

04, □ Once every tvro lo three months 

05, □ Once every lour to six motiKis 

06, □ Once a year 


03. □ Amiga 

04. □ Oedicated game machine 

05. □ None 

3. II Inlel, whal level? (Check one onf/) 

01. DPowerPC 

02, □ Pentium (586) 

03 DdSS 

04. 0386 
05. □288 

4. Do you own (or plan lo buy In neil 8 months} 
a CO-ROM? (Check on« only] 

OI.DOwn 

02.0 Plan to buy (6 months) 




01. Strategy 

02. War/Military 

03. Role Playing 

04. Brain Teasers 

05. Card 

06. Sport 

07. Action/Arcade 

08. Educational 

09. Adventure 


Name 



CGWB/954 

. . 1 

Title 

1 ... 

Telephone 

1 

Company Name 

■ . 1 

Address 

1 

City 

^ 

State 

Zip 

1 


□ Please send me a one-yaar (1 2-lssu9) subscription to Computer Gaming World for S27.94 (U.S. price); 
all other countries add S16.00 lor additional postage. 


In a Hurry? Fax This Card To: 609'829'0692 





COMIPUTER I 

EAMIIMG WORLD I 


FREE PRODUCT INFORMATION 


irS AS EASY AS 1,2,3 


1 . Fill in your name and address and check off 

your answers lo the seven research qieslions. 


2. Circle the njmbers on the card that correspond to 
the ads or arllctes you'd like more information about. 


3. The literalire wifi be marled to you from 
the advertiser tree of charge. 


CIRCLE FOR FREE INFORMATION 


Void after Novermber 30, 1995 


001 

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il Ql eilucalion that 

02. nGradualed HighScho 

03. □ Some College or Ted 

04. □ Graduated College 

05. □ Post Graduale school 


5. Koii ollen da yiu usually buy compulet games’ 


l.'□KompatftSe'|lntel standard) (Cnahall'iwt^™/’''''*’'' 

’.□Macintosh Ol.OIndependentcornputeri 


02 . □ 

03. □ Amiga 

04.0 Dedicated game nrachine 
05. □ None 

3. II Intel, what level? (Check one onty| 
OI.DPowetPC 

02.0 Pentium (586) 

03. 0486 

04. 0386 

05.0 286 

1. Ooyouow 

a CD-ROM? (Check one onlyi 
Ol.GOwn 

02.0 Plan to buy (6 months) 


store 04, □ Computer store chain 
ite 05. □Direct Irom vendor 
ire 06. □Mailorder 


7 What Is your (and olheia In householtl) tavorlle type 
ol game? (Check one in each column) 

Yourself Other 1 Other 


Name 

, 1 



CGwersw 

1 

Title 

1 : : : t_ 

Telephone 

1 

Company Name 

1 : ' 1 

Address 

: . . ^ ^ ^ 1 

City 

1 ^ 

State 

Zip 

1 


□ Please send me a one-year (12-ls5ue) subscription to Computer Gaming World (or $27.94 (U.S. price); 
all other countries add $16.00 for additional postage. 


In a Hurry? Fax This Card To; 609*829’0692 


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Welcome to the Cooperstown of Computer Games. 

Here, raised upon pedestals, you'll find the games that broke the records, 
established the benchmarks, and held gamers In delighted trances for hours untold. 


ji j n jT ii ] 13 ii ‘X 



MULE 

ELECTRONIC ARTS, 19SS 

When Trip Hawkins asked Dan linnten to 
create a Cartki.s & Currmuuis clone, he 
decided to throw out the template and 
start afresh. Fortunately for gamers, tliis 
resulted in a seminal design still unique a 
dozen years after its initial release. Up to four humans would 
atiempt to explore and exploit the resources of distant plan- 
ets with the help of robotic “mules.” With no bombs, guns or 
rocket ships an)Avhere evident, M.U.L.F. became a strategy 
classic. Surprisingly, gamers were enraptured by manipulat- 
ing supply & demand and balancing production & storage — 
especially wlien competing against other players. Aided by a 
funny yet elegant interface, M.U.L.E. was tlie Itmdmttrk work 
for multi-player “hotseat” gaming. We can only sjjeculate on 
how immensely popular the game would be today if re- 
vamped for network and modem play. 



PIRATES! 

MICROPROSE, 1987 

Perhaps the truest measure of Sid Meier’s 
greatness is the wide range of gamers to 
which his designs appeal. Nowhere is this 
more evident than in PiRATtis!, a game 
which has a bit ol' everything: resource man- 
agement, desperate .swordfighis, dodging cannonades Irom en- 
emy shores, damsels in distress, hidden treasure, and saihiwags 
seemingly everjwhere, wailing to follow you to fame and for- 
tune. F.specially on the liigher levels, the life of a buccaneer 
takes on a keen edge of excitement and danger, as you attempt 
to a]5]3ease colonial goN’ernors and scuny crewmatcs alike. Both 
the tactical and aclion-oricnled combat sequences do a fine job 
of immersing you in the action, as you Juggle men, material, 
and morale to achieve your ends, ^\1lelher you call tliis a role- 
playing, adventure, strategy or even an action game, Pneviits! is 
simply the most successfiil hybrid game in gaming histoiy. 


Civilization (MicroProse, 1991) 
Falcon 3.0 (Spectrum HoloByte, 1991) 
Gunship (MicroProse, 1989) 
Harpoon (Three-Sixty Pacific. 1989) 
King's Quest V (Sierra On-Line, 1990) 
Lemmings (Psygnosis, 1991) 
Links 38G Pro (Access Software, 1992) 
M-1 Tank Platoon (MicroProse, 1989) 


Railroad Tycoon (MicroProse, 1990) 

Red Baron (Dynamix, 1990) 

Their Finest Hour (LucasArts, 1989) 

The Secret of Monkey Island (LucasArts, 1990) 
Ultima VI (Origin Systems, 1990) 

Ultima Underworld (Origin Systems, 1992) 
Wing Commander I 8( II (Origin Systems, 1990-91) 
WOLFENSTEIN 3-D (id Software, 1992) 


J iJil IJ C M‘ 


Battle Chess (interplay Productions, 1988) 
ChessmASTEB {The Software Toolworks, 1986) 
DUNGEflK Master (FTL Software, 1987) 

Earl Weaver Baseball (Electronic Arts, 1986) 
Empdie (Interstel, 1978) 

F-19 Stealth Fighter (MicroProse. 1988) 
Gettysburg: The Turning Point (SSt, 1986) 


KamffghUFPE (Strategic Simulations, 1985) 
Mech Brigade (Strategic Simulations, 1985) 
Might & Magic (New World computing, 1986) 
M.U.L.E. (Electronic Arts, 1983) 

Pirates (MicroProse, 1987) 

SimCiTY (Maxis, 1987) 

StaRFLIGHT (Electronic Arts, 1986) 


The Bard's Tale (Electronic Arts, 1985) 
Ultima III (Origin Systems, 1983) 

Ultima IV (Origin Systems, 1985) 

War in Russia (Strategic Simulations, 1984) 
Wasteland (interplay Productions, 1986) 
Wizardry (Sir-Tech Software, 1981) 

ZoRK (Infocom, 1981) 


AUGUST 1995 • COMPUTER GAMING WORLD 199 






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A 

5 

■J 




Computer game programs have grown so massive and the number of hardware 
configurations has become so huge that incompatibilities and glitches are frus- 
tratingly common. Software fixes, or “patches,” for buggy programs have be- 
come a necessary evil until we reach the golden age of standardized platforms 
and bug-free programs. 

These patches can usually be downloaded from the major on- 

line networks (CompuServe, GEnie, ZiffNet), but can also be 
obtained from individual software publisher's own BBSs or direct from the pub- 
lisher with proof of purchase. Red indicates new files. 


1830 Updata: 'I he game 
will now run with 2,700 
KB ofEMSaiid will no 
longer lock up when Hy- 
ing to buy a train from the 
bank when the bank lias 
no trains. 5/1 1/95 

1842: FaciiiB Air War Vl.Sb 
AI Update; Provides AI 
enhancenients. For use 
with Version 1 .4 or later. 
5/24/95 

Alien Logic VI. 1 Update; 

Fixes several problems, 
including the “Cleash 
General *Null Jig Tokens* 
Cl ash,” as well as adding 
command line switches I’or 
many sound boards. 

5/2/95 

Big 3 for Windows Update: 

Updates Bio to the latest 
version and fixes prob- 
lems in the retreat i'tmc- 
tion, defender reii'eating 
function, control array ele- 
ment errors, and several 
other pi'oblems. 4/6/95 

Blood Bowl Modom Patch 

VI. 1; Adds modem play 
and fixes a number of 
known quirks. 6/7/95 

Cyfaoria Sava Samo Patch: 

Corrects problems with 
the game not saving mile- 
stones after the confer- 
ence room. 6/6/95 

Daadaliui Encaontor VI. 1: 

F'ixes most of the sound 
card-related crash prob- 
lems with lower-end sound 
cards. Several other new 
bug fixes are also includ- 
ed. 5/15/95 

Descent VI .2 Update: 

Includes several bug fixes 


and adds support for mul- 
tiple sockets during 
netgames, hooks for 
Si’ACiciiALt. controller, and 
alternate joystick reading 
methods. 9/24/95 

F-14 FIbbI Dolandor V2.D 
Update: Updates the flight 
sim to version 2.0, 5/24/95 

FronlLines VI .02: Includes 
modem play as well as sev- 
eral other enhancements 
and bug fixes. 4/2/95 

Oraat Naval Baltloa m V1.1 

Update: Fixes reported 
bugs, provides some 
gameplay enhancements. 

5/13/95 

Harpoon Claasic lor Windowi 
Vl.SSa; Corrects several 
reported GPF errors. 
6/6/95 

High Seas Trader Sound 
Update: Should fix any 
soundcard related crashes. 
4/4/95 

Jagged Alliance VI. 10; 

Fixes a few problems, 
including keyboard lock- 
out and offers several 
enhancements to the 
interface, AI and game- 
play. 4/14/95 


Legions Windows Update; 

Allows Li-icaoNS Windows 
to run under Windows NT 
and corrects a veiy rare 
problem with later scenar- 
ios. 3/29/95 

Links: The Challenge of Golf 
Update: Fixes lockups with 
Soundblaster 16 cards. 
3/22/95 

Master of Magic VI .31 
Update: Latest upgrade 
with numerous fixes, new 
features, and major AJ 
enhancements. Updates 
all versions. 3/07/95 

Pacific Air War Gold CD- 
HOM Update: Corrects a 
problem if your copy of 
the game has a volume 
labc4 of PAW_1942 instead 
of ig42_PAW, where the 
game will not run from a 
minimum installation. 
3/16/95 

Stone Propket VI. 1 Update: 

Fixes reported problems. 
5/23/95 

Tank Cammander VI. 1 
Update: Fixes reported 
problems on faster PCs 
with serial/modem data 
loss. Also fixes a few other 
minor quirks. 5/19/95 


Tigaro on the Prowl VI .23 
Update: Fixes all reported 
problems with versions 
l.2x and adds a few new 
options that can be select- 
ed to speed up gameplay 
(at a little loss in accura- 
9'). 5/14/59 

World of Xoon lor Macintooh 
Vl.l Updata: Fixes many 
problems some customers 
have run into and adds a 
Power PC native mode. 
6/2/95 

X-COM: Ihrror FVom the 
Deop V2.0 Update: 

Numerous tweaks and 
fixes. 6/3/95 

Publisher BBS Numbers 

Many of these patches are 
available directly from the pub- 
lishers' bulletin board systems. 
Cal! with your modem parity 
settings at N-8-1. 

Accolade (408) 296-8800 
Apogee (508) 368-7036 
Befhesda (301) 990-7552 
Blizzard (714) 556-4602 
Broderhund (415) 883-5889 
Capstone (305) 374-6872 
Creative Labs (405) 742-6660 
Id Software (508) 368-4137 
Impressions (617) 225-2042. 
InterPlay (714) 252-2822 
LucasArts (415) 257-3070 
Maxis (510) 254-3869 
MicroProse (410) 785-1841 
Microsoft (206) 936-6735 
NovaLogic (818) 774-9528 
Origin (512) 328-8402 
Papyrus (617) 576-7472 
Sierra Online (206) 644-0122 

Spectrum HoloByte (510) 522- 
8909 

SSI (408) 739-6137 or (408) 
739-6623 

Virgin Interactive (714) 833- 
3305 


202 COMPUTER GAMING WORLD • AUGUST 199R 





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“What'S the Deal With... 
Playtesting?” 


L ong ago in the age of tabi.e- 

TOP G-AMUS, \MIEN HUMANS HAD 
TO CALCULATE GAME RESULTS 
ihemselves instead of getting a 
macliinc to do it, new game 
designs went through a jjeriod 
called playiesting. A bunch of 
folks, usually hapless buddies of the de- 
signer, played game after game tiying (o 
see how the rules meshed and whether 
anything unforeseen and unbalanced 
had slipped into the design. Now, in to- 
day’s gleaming world of silicon and CD’s, 
the word “playiesting” has come to mean 
something completely different, <md this 
little mutation in definition is making a 
lot of great games into Just good ones. 

If you ask most computer game ^ 
companies about playtesting — and 
we’re talking mostly about strategic and 
tactical games — they will assure you ^ 
that countless hours have gone into 
making sure the game is bug-free. 
Unlbrtunalely, that isn’t the ques- 
tion. Bug-free is nice, but when you 
jday-test a boardgame, you aren’t check- 
ing for dice that won’t stop rolling or 
counters that explode, and while the 
computer part of a game is very cool, 
somebody has got to start making sure 
the actual game is up to speed when that 
master CD is burned in. 

It's not to say that nobody is paying at- 
tention. I’m sure there’s always a clever 
kid around tiying to point out stuff like 
this. When Impressions j)ul out When 
Two Worlds War, there must, have been 
somebody asking if they realty wantefi to 
have transports fly as well as rigluers. 
And, surely, a lone voice on Sierra’s Out- 
post team must have cried out, “I don’t 
think the last 400 humans in the Uni- 
verse, clinging to life under the surface of 
a hellish, radiation-blasted alien world, 
would gel so bent out of shape about hav- 


ing a red-light district next door as to 
abandon their shelters.” 

As you may have noticed, dumb rules 
are pretty easy to spot and they usually 
occur in Sf strategy games, though 
CRPG’s have their own version of the 
“What were they thinking?” syndrome, 
'fhough I can’t prove it. I’m jiretty sure 
the cause is some business weasel with the 
attitude of, “It’s all made up anp'ay, the 
geeks’ll never notice. Now slop wasting 
time and money and get this puppy out 
the door and on the shelves by the end of 



this quarter!” Of course, we do notice, 
and games that could have been cool suf- 
fer early deaths, and some designer’s 
good idea is wasted because publishers 
are in such a huny that they’ve forgotten 
that the rules as well as the proguam have 
to be “bug-free.” 

Of course, all is not cynicism and (ailed 
games. Tliere are still designers tvho take 
the lime to make a game right, even if 
they don’t always get the chance before it 
hits the shelves. Witness (he endless 
tweaking by the designers of games like 
'1'anks! or War in ■iiik I’agific. 'fhese 
guys are still pouring time into their 
games, not Just getting rid of bugs but 
adding new niles or balancing others in 
unofficial upgrades — as if an update of a 
game by the guy who created it could 


ever be “unofllcial.” Who the heck is 
more official than the designer? The kids 
down at Sim'fex also deserv'e a nod for 
the spasm of updates that follow the re- 
lease of a Mas’PER Of ... game; a lot of it 
is bug-fixes, but they do tiy to tweak out 
the faults in their A1 routines, which im- 
proves their gtnnes markedly. Forget the 
overworked, underpaid people on help 
lines — this is the kind of support gamers 
really remember. (Of course, those of us 
without the access or inclination to the 
online world rarely see this side of the in- 
clustiy, except on those chilly days in Hell 
when a company is conscientious enough 
to send registered users the upgrades 
they deseive.) 

Designers need the time to get a 
game right, and maybe we are a little to 
blame for the lime pressure. It’s no 
shocker that eveiy time a hot (read as: 
leally huge and complicated) game 
falls behind schedule, we, the buying 
iSf public, begin to snivel and demand 
our new game NOW! with lower lip all 
a'tremble — and all it takes is a few pieces 
of inijxitient e-mail to Justily some Suit’s 
“Get it out the door!” agenda. Lord 
knows, nobody hates waiting more than 
this boy, but as the years go by I think it’s 
safe to say that I’ll gladly wait an extra 
few months for a new toy if it’s not only 
bug-free, but bad-idea-frec as ^\•ell. 

One rant isn’t going to change any- 
thing, 1 know, but perhaps a few of those 
memos that go back and forth so furious- 
ly between testing and programming 
could have a few bits about the game it- 
self instead of just the code. I’m thinking 
that Game Designers have to be a lot like 
Writers: we both want each new baby to 
be The Next Big Thing. Maybe some- 
body should start giving those designers 
the time and resources to get things 
right, and do their idetis justice. ^ 


204 COMPUTER GAMING WORLD • AUGUST 1995 


MORE BANGS! FOR YOUR BUCK 


Gravis Ultrasound ACE'" 

(Audio Card Enhancer) 


"... low price, and solid 
performance" ★★★★★ 

-Multimedia World, May '95 


BANGS like you've never heard before with UltraSound 
ACE's CD-quality sound. UltraSound ACE is an add-in 
card that upgrades any FM or Sound Blaster'” card to 
stereo wavetable sound. For a price that's hard to beat, 
you get dynamic music and digital sound effects with 
most current games and total compatibility with every 
game and application you already own. 

only $99.95* 




only $69.95 


Gravis Firebird" 

Programmable Flight & Game Controller 


"Overall 90%" 

-Computer Came Review, May '95 


More BANGS, bombs, and bullets with the Firebird's 17 
programmable buttons. Ready-to-play settings included for 
today's hot games. More control than you've ever had before 
without touching your keyboard. Firebird works with every PC 
game that supports a joystick. 


* 


Call niow to Order! 
1-800-679-0024 


Purchase BOTH Firebird and UltraSound ACE, and we'li throw in a game* 
that's making a BIG BANG at the top of the charts — your choice of 

Descent"' Destination Saturn, DOOM 11’“, or US Navy Fighters'". 


CR/IUI5 


' Applies only to purchases direct form Gravis. Retail policy and price may vary. _ 

All brands or products names are trademarks owned by their respective companies. P 1_ A Y TO W I N 

Circle Reader Service uttS 

Advanced Gravis Computer Technology Ltd. 1790 Midway Lane, Bellingham, WA, USA 98226 



NON-STOP ACTION FROM A DIFFERENT PERSPECTIVE 



Walk, run, jump, roll, 
crouch, and ambush 


Q Live-action video for 
character interaction 


Visible damage from 
every round fired 


Huge mission areas 
all rendered in SVGA